2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
152 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)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 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"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 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)"};
177 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"};
179 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"};
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 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"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 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)"};
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
194 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)"};
196 extern cvar_t v_glslgamma;
198 extern qboolean v_flipped_state;
200 static struct r_bloomstate_s
205 int bloomwidth, bloomheight;
207 int screentexturewidth, screentextureheight;
208 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
210 int bloomtexturewidth, bloomtextureheight;
211 rtexture_t *texture_bloom;
213 // arrays for rendering the screen passes
214 float screentexcoord2f[8];
215 float bloomtexcoord2f[8];
216 float offsettexcoord2f[8];
218 r_viewport_t viewport;
222 r_waterstate_t r_waterstate;
224 /// shadow volume bsp struct with automatically growing nodes buffer
227 rtexture_t *r_texture_blanknormalmap;
228 rtexture_t *r_texture_white;
229 rtexture_t *r_texture_grey128;
230 rtexture_t *r_texture_black;
231 rtexture_t *r_texture_notexture;
232 rtexture_t *r_texture_whitecube;
233 rtexture_t *r_texture_normalizationcube;
234 rtexture_t *r_texture_fogattenuation;
235 rtexture_t *r_texture_fogheighttexture;
236 rtexture_t *r_texture_gammaramps;
237 unsigned int r_texture_gammaramps_serial;
238 //rtexture_t *r_texture_fogintensity;
239 rtexture_t *r_texture_reflectcube;
241 // TODO: hash lookups?
242 typedef struct cubemapinfo_s
249 int r_texture_numcubemaps;
250 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
252 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
253 unsigned int r_numqueries;
254 unsigned int r_maxqueries;
256 typedef struct r_qwskincache_s
258 char name[MAX_QPATH];
259 skinframe_t *skinframe;
263 static r_qwskincache_t *r_qwskincache;
264 static int r_qwskincache_size;
266 /// vertex coordinates for a quad that covers the screen exactly
267 extern const float r_screenvertex3f[12];
268 extern const float r_d3dscreenvertex3f[12];
269 const float r_screenvertex3f[12] =
276 const float r_d3dscreenvertex3f[12] =
284 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
287 for (i = 0;i < verts;i++)
298 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
301 for (i = 0;i < verts;i++)
311 // FIXME: move this to client?
314 if (gamemode == GAME_NEHAHRA)
316 Cvar_Set("gl_fogenable", "0");
317 Cvar_Set("gl_fogdensity", "0.2");
318 Cvar_Set("gl_fogred", "0.3");
319 Cvar_Set("gl_foggreen", "0.3");
320 Cvar_Set("gl_fogblue", "0.3");
322 r_refdef.fog_density = 0;
323 r_refdef.fog_red = 0;
324 r_refdef.fog_green = 0;
325 r_refdef.fog_blue = 0;
326 r_refdef.fog_alpha = 1;
327 r_refdef.fog_start = 0;
328 r_refdef.fog_end = 16384;
329 r_refdef.fog_height = 1<<30;
330 r_refdef.fog_fadedepth = 128;
331 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
334 static void R_BuildBlankTextures(void)
336 unsigned char data[4];
337 data[2] = 128; // normal X
338 data[1] = 128; // normal Y
339 data[0] = 255; // normal Z
340 data[3] = 128; // height
341 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
359 static void R_BuildNoTexture(void)
362 unsigned char pix[16][16][4];
363 // this makes a light grey/dark grey checkerboard texture
364 for (y = 0;y < 16;y++)
366 for (x = 0;x < 16;x++)
368 if ((y < 8) ^ (x < 8))
384 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildWhiteCube(void)
389 unsigned char data[6*1*1*4];
390 memset(data, 255, sizeof(data));
391 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNormalizationCube(void)
398 vec_t s, t, intensity;
401 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
402 for (side = 0;side < 6;side++)
404 for (y = 0;y < NORMSIZE;y++)
406 for (x = 0;x < NORMSIZE;x++)
408 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
409 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444 intensity = 127.0f / sqrt(DotProduct(v, v));
445 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
446 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
447 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
448 data[((side*64+y)*64+x)*4+3] = 255;
452 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
456 static void R_BuildFogTexture(void)
460 unsigned char data1[FOGWIDTH][4];
461 //unsigned char data2[FOGWIDTH][4];
464 r_refdef.fogmasktable_start = r_refdef.fog_start;
465 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
466 r_refdef.fogmasktable_range = r_refdef.fogrange;
467 r_refdef.fogmasktable_density = r_refdef.fog_density;
469 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
470 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
472 d = (x * r - r_refdef.fogmasktable_start);
473 if(developer_extra.integer)
474 Con_DPrintf("%f ", d);
476 if (r_fog_exp2.integer)
477 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
479 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
480 if(developer_extra.integer)
481 Con_DPrintf(" : %f ", alpha);
482 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
483 if(developer_extra.integer)
484 Con_DPrintf(" = %f\n", alpha);
485 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
488 for (x = 0;x < FOGWIDTH;x++)
490 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
495 //data2[x][0] = 255 - b;
496 //data2[x][1] = 255 - b;
497 //data2[x][2] = 255 - b;
500 if (r_texture_fogattenuation)
502 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
503 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
507 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
508 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
512 static void R_BuildFogHeightTexture(void)
514 unsigned char *inpixels;
522 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
523 if (r_refdef.fogheighttexturename[0])
524 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
527 r_refdef.fog_height_tablesize = 0;
528 if (r_texture_fogheighttexture)
529 R_FreeTexture(r_texture_fogheighttexture);
530 r_texture_fogheighttexture = NULL;
531 if (r_refdef.fog_height_table2d)
532 Mem_Free(r_refdef.fog_height_table2d);
533 r_refdef.fog_height_table2d = NULL;
534 if (r_refdef.fog_height_table1d)
535 Mem_Free(r_refdef.fog_height_table1d);
536 r_refdef.fog_height_table1d = NULL;
540 r_refdef.fog_height_tablesize = size;
541 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
542 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
543 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
545 // LordHavoc: now the magic - what is that table2d for? it is a cooked
546 // average fog color table accounting for every fog layer between a point
547 // and the camera. (Note: attenuation is handled separately!)
548 for (y = 0;y < size;y++)
550 for (x = 0;x < size;x++)
556 for (j = x;j <= y;j++)
558 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 for (j = x;j >= y;j--)
566 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
571 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
572 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
573 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
574 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
577 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
580 //=======================================================================================================================================================
582 static const char *builtinshaderstring =
583 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
584 "// written by Forest 'LordHavoc' Hale\n"
585 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
587 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
590 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
591 "#define USELIGHTMAP\n"
593 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
594 "#define USEEYEVECTOR\n"
597 "#ifdef USESHADOWMAP2D\n"
598 "# ifdef GL_EXT_gpu_shader4\n"
599 "# extension GL_EXT_gpu_shader4 : enable\n"
601 "# ifdef GL_ARB_texture_gather\n"
602 "# extension GL_ARB_texture_gather : enable\n"
604 "# ifdef GL_AMD_texture_texture4\n"
605 "# extension GL_AMD_texture_texture4 : enable\n"
610 "//#ifdef USESHADOWSAMPLER\n"
611 "//# extension GL_ARB_shadow : enable\n"
614 "//#ifdef __GLSL_CG_DATA_TYPES\n"
615 "//# define myhalf half\n"
616 "//# define myhalf2 half2\n"
617 "//# define myhalf3 half3\n"
618 "//# define myhalf4 half4\n"
620 "# define myhalf float\n"
621 "# define myhalf2 vec2\n"
622 "# define myhalf3 vec3\n"
623 "# define myhalf4 vec4\n"
626 "#ifdef VERTEX_SHADER\n"
627 "uniform mat4 ModelViewProjectionMatrix;\n"
630 "#ifdef MODE_DEPTH_OR_SHADOW\n"
631 "#ifdef VERTEX_SHADER\n"
634 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
637 "#else // !MODE_DEPTH_ORSHADOW\n"
642 "#ifdef MODE_SHOWDEPTH\n"
643 "#ifdef VERTEX_SHADER\n"
646 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
647 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
651 "#ifdef FRAGMENT_SHADER\n"
654 " gl_FragColor = gl_Color;\n"
657 "#else // !MODE_SHOWDEPTH\n"
662 "#ifdef MODE_POSTPROCESS\n"
663 "varying vec2 TexCoord1;\n"
664 "varying vec2 TexCoord2;\n"
666 "#ifdef VERTEX_SHADER\n"
669 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
670 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
672 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
677 "#ifdef FRAGMENT_SHADER\n"
678 "uniform sampler2D Texture_First;\n"
680 "uniform sampler2D Texture_Second;\n"
681 "uniform vec4 BloomColorSubtract;\n"
683 "#ifdef USEGAMMARAMPS\n"
684 "uniform sampler2D Texture_GammaRamps;\n"
686 "#ifdef USESATURATION\n"
687 "uniform float Saturation;\n"
689 "#ifdef USEVIEWTINT\n"
690 "uniform vec4 ViewTintColor;\n"
692 "//uncomment these if you want to use them:\n"
693 "uniform vec4 UserVec1;\n"
694 "uniform vec4 UserVec2;\n"
695 "// uniform vec4 UserVec3;\n"
696 "// uniform vec4 UserVec4;\n"
697 "// uniform float ClientTime;\n"
698 "uniform vec2 PixelSize;\n"
701 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
703 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
705 "#ifdef USEVIEWTINT\n"
706 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
709 "#ifdef USEPOSTPROCESSING\n"
710 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
711 "// 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"
712 " float sobel = 1.0;\n"
713 " // vec2 ts = textureSize(Texture_First, 0);\n"
714 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
715 " vec2 px = PixelSize;\n"
716 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
717 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
718 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
719 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
720 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
721 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
724 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
725 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
726 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
727 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
728 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
729 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
730 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
731 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
732 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
733 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
734 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
735 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
736 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
737 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
738 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
739 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
740 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
746 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
747 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
750 "#ifdef USESATURATION\n"
751 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
752 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
753 " // 'vampire sight' effect, wheres red is compensated\n"
754 " #ifdef SATURATION_REDCOMPENSATE\n"
755 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
756 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
757 " gl_FragColor.r += rboost;\n"
759 " // normal desaturation\n"
760 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
761 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
765 "#ifdef USEGAMMARAMPS\n"
766 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
767 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
768 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
772 "#else // !MODE_POSTPROCESS\n"
777 "#ifdef MODE_GENERIC\n"
778 "#ifdef USEDIFFUSE\n"
779 "varying vec2 TexCoord1;\n"
781 "#ifdef USESPECULAR\n"
782 "varying vec2 TexCoord2;\n"
784 "#ifdef VERTEX_SHADER\n"
787 " gl_FrontColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
791 "#ifdef USESPECULAR\n"
792 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
794 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
798 "#ifdef FRAGMENT_SHADER\n"
799 "#ifdef USEDIFFUSE\n"
800 "uniform sampler2D Texture_First;\n"
802 "#ifdef USESPECULAR\n"
803 "uniform sampler2D Texture_Second;\n"
808 " gl_FragColor = gl_Color;\n"
809 "#ifdef USEDIFFUSE\n"
810 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
813 "#ifdef USESPECULAR\n"
814 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
815 "# ifdef USECOLORMAPPING\n"
816 " gl_FragColor *= tex2;\n"
819 " gl_FragColor += tex2;\n"
821 "# ifdef USEVERTEXTEXTUREBLEND\n"
822 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
827 "#else // !MODE_GENERIC\n"
832 "#ifdef MODE_BLOOMBLUR\n"
833 "varying TexCoord;\n"
834 "#ifdef VERTEX_SHADER\n"
837 " gl_FrontColor = gl_Color;\n"
838 " TexCoord = gl_MultiTexCoord0.xy;\n"
839 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
843 "#ifdef FRAGMENT_SHADER\n"
844 "uniform sampler2D Texture_First;\n"
845 "uniform vec4 BloomBlur_Parameters;\n"
850 " vec2 tc = TexCoord;\n"
851 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
852 " tc += BloomBlur_Parameters.xy;\n"
853 " for (i = 1;i < SAMPLES;i++)\n"
855 " color += texture2D(Texture_First, tc).rgb;\n"
856 " tc += BloomBlur_Parameters.xy;\n"
858 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
861 "#else // !MODE_BLOOMBLUR\n"
862 "#ifdef MODE_REFRACTION\n"
863 "varying vec2 TexCoord;\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
865 "uniform mat4 TexMatrix;\n"
866 "#ifdef VERTEX_SHADER\n"
870 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
871 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
872 " ModelViewProjectionPosition = gl_Position;\n"
876 "#ifdef FRAGMENT_SHADER\n"
877 "uniform sampler2D Texture_Normal;\n"
878 "uniform sampler2D Texture_Refraction;\n"
879 "uniform sampler2D Texture_Reflection;\n"
881 "uniform vec4 DistortScaleRefractReflect;\n"
882 "uniform vec4 ScreenScaleRefractReflect;\n"
883 "uniform vec4 ScreenCenterRefractReflect;\n"
884 "uniform vec4 RefractColor;\n"
885 "uniform vec4 ReflectColor;\n"
886 "uniform float ReflectFactor;\n"
887 "uniform float ReflectOffset;\n"
891 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
892 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
893 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
894 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
895 " // FIXME temporary hack to detect the case that the reflection\n"
896 " // gets blackened at edges due to leaving the area that contains actual\n"
898 " // Remove this 'ack once we have a better way to stop this thing from\n"
900 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
901 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
902 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
903 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
904 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
905 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
908 "#else // !MODE_REFRACTION\n"
913 "#ifdef MODE_WATER\n"
914 "varying vec2 TexCoord;\n"
915 "varying vec3 EyeVector;\n"
916 "varying vec4 ModelViewProjectionPosition;\n"
917 "#ifdef VERTEX_SHADER\n"
918 "uniform vec3 EyePosition;\n"
919 "uniform mat4 TexMatrix;\n"
923 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
924 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
925 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
926 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
927 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
928 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
929 " ModelViewProjectionPosition = gl_Position;\n"
933 "#ifdef FRAGMENT_SHADER\n"
934 "uniform sampler2D Texture_Normal;\n"
935 "uniform sampler2D Texture_Refraction;\n"
936 "uniform sampler2D Texture_Reflection;\n"
938 "uniform vec4 DistortScaleRefractReflect;\n"
939 "uniform vec4 ScreenScaleRefractReflect;\n"
940 "uniform vec4 ScreenCenterRefractReflect;\n"
941 "uniform vec4 RefractColor;\n"
942 "uniform vec4 ReflectColor;\n"
943 "uniform float ReflectFactor;\n"
944 "uniform float ReflectOffset;\n"
945 "uniform float ClientTime;\n"
946 "#ifdef USENORMALMAPSCROLLBLEND\n"
947 "uniform vec2 NormalmapScrollBlend;\n"
952 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
953 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
954 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
955 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
956 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
957 " #ifdef USENORMALMAPSCROLLBLEND\n"
958 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
959 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
960 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
962 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
964 " // FIXME temporary hack to detect the case that the reflection\n"
965 " // gets blackened at edges due to leaving the area that contains actual\n"
967 " // Remove this 'ack once we have a better way to stop this thing from\n"
969 " float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
970 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
971 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
972 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
973 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
974 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
975 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
976 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
977 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
978 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
979 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
980 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
981 " gl_FragColor.a = f1 + 0.5;\n"
984 "#else // !MODE_WATER\n"
989 "// common definitions between vertex shader and fragment shader:\n"
991 "varying vec2 TexCoord;\n"
992 "#ifdef USEVERTEXTEXTUREBLEND\n"
993 "varying vec2 TexCoord2;\n"
995 "#ifdef USELIGHTMAP\n"
996 "varying vec2 TexCoordLightmap;\n"
999 "#ifdef MODE_LIGHTSOURCE\n"
1000 "varying vec3 CubeVector;\n"
1003 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1004 "varying vec3 LightVector;\n"
1007 "#ifdef USEEYEVECTOR\n"
1008 "varying vec3 EyeVector;\n"
1011 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1014 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1015 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1016 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1017 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1020 "#ifdef USEREFLECTION\n"
1021 "varying vec4 ModelViewProjectionPosition;\n"
1023 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1024 "uniform vec3 LightPosition;\n"
1025 "varying vec4 ModelViewPosition;\n"
1028 "#ifdef MODE_LIGHTSOURCE\n"
1029 "uniform vec3 LightPosition;\n"
1031 "uniform vec3 EyePosition;\n"
1032 "#ifdef MODE_LIGHTDIRECTION\n"
1033 "uniform vec3 LightDir;\n"
1035 "uniform vec4 FogPlane;\n"
1037 "#ifdef USESHADOWMAPORTHO\n"
1038 "varying vec3 ShadowMapTC;\n"
1045 "// 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"
1047 "// fragment shader specific:\n"
1048 "#ifdef FRAGMENT_SHADER\n"
1050 "uniform sampler2D Texture_Normal;\n"
1051 "uniform sampler2D Texture_Color;\n"
1052 "uniform sampler2D Texture_Gloss;\n"
1054 "uniform sampler2D Texture_Glow;\n"
1056 "#ifdef USEVERTEXTEXTUREBLEND\n"
1057 "uniform sampler2D Texture_SecondaryNormal;\n"
1058 "uniform sampler2D Texture_SecondaryColor;\n"
1059 "uniform sampler2D Texture_SecondaryGloss;\n"
1061 "uniform sampler2D Texture_SecondaryGlow;\n"
1064 "#ifdef USECOLORMAPPING\n"
1065 "uniform sampler2D Texture_Pants;\n"
1066 "uniform sampler2D Texture_Shirt;\n"
1069 "#ifdef USEFOGHEIGHTTEXTURE\n"
1070 "uniform sampler2D Texture_FogHeightTexture;\n"
1072 "uniform sampler2D Texture_FogMask;\n"
1074 "#ifdef USELIGHTMAP\n"
1075 "uniform sampler2D Texture_Lightmap;\n"
1077 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1078 "uniform sampler2D Texture_Deluxemap;\n"
1080 "#ifdef USEREFLECTION\n"
1081 "uniform sampler2D Texture_Reflection;\n"
1084 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1085 "uniform sampler2D Texture_ScreenDepth;\n"
1086 "uniform sampler2D Texture_ScreenNormalMap;\n"
1088 "#ifdef USEDEFERREDLIGHTMAP\n"
1089 "uniform sampler2D Texture_ScreenDiffuse;\n"
1090 "uniform sampler2D Texture_ScreenSpecular;\n"
1093 "uniform myhalf3 Color_Pants;\n"
1094 "uniform myhalf3 Color_Shirt;\n"
1095 "uniform myhalf3 FogColor;\n"
1098 "uniform float FogRangeRecip;\n"
1099 "uniform float FogPlaneViewDist;\n"
1100 "uniform float FogHeightFade;\n"
1101 "vec3 FogVertex(vec3 surfacecolor)\n"
1103 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1104 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1106 "#ifdef USEFOGHEIGHTTEXTURE\n"
1107 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1108 " fogfrac = fogheightpixel.a;\n"
1109 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1111 "# ifdef USEFOGOUTSIDE\n"
1112 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1114 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1116 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1121 "#ifdef USEOFFSETMAPPING\n"
1122 "uniform float OffsetMapping_Scale;\n"
1123 "vec2 OffsetMapping(vec2 TexCoord)\n"
1125 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1126 " // 14 sample relief mapping: linear search and then binary search\n"
1127 " // this basically steps forward a small amount repeatedly until it finds\n"
1128 " // itself inside solid, then jitters forward and back using decreasing\n"
1129 " // amounts to find the impact\n"
1130 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1131 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1132 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1133 " vec3 RT = vec3(TexCoord, 1);\n"
1134 " OffsetVector *= 0.1;\n"
1135 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1136 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1137 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1138 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1139 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1140 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1141 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1142 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1143 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1144 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1145 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1146 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1147 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1148 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1151 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1152 " // this basically moves forward the full distance, and then backs up based\n"
1153 " // on height of samples\n"
1154 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1155 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1156 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1157 " TexCoord += OffsetVector;\n"
1158 " OffsetVector *= 0.333;\n"
1159 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1160 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1161 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1162 " return TexCoord;\n"
1165 "#endif // USEOFFSETMAPPING\n"
1167 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1168 "uniform sampler2D Texture_Attenuation;\n"
1169 "uniform samplerCube Texture_Cube;\n"
1172 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1174 "#ifdef USESHADOWMAP2D\n"
1175 "# ifdef USESHADOWSAMPLER\n"
1176 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1178 "uniform sampler2D Texture_ShadowMap2D;\n"
1182 "#ifdef USESHADOWMAPVSDCT\n"
1183 "uniform samplerCube Texture_CubeProjection;\n"
1186 "#if defined(USESHADOWMAP2D)\n"
1187 "uniform vec2 ShadowMap_TextureScale;\n"
1188 "uniform vec4 ShadowMap_Parameters;\n"
1191 "#if defined(USESHADOWMAP2D)\n"
1192 "# ifdef USESHADOWMAPORTHO\n"
1193 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1195 "# ifdef USESHADOWMAPVSDCT\n"
1196 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1198 " vec3 adir = abs(dir);\n"
1199 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1200 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1201 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1204 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1206 " vec3 adir = abs(dir);\n"
1207 " float ma = adir.z;\n"
1208 " vec4 proj = vec4(dir, 2.5);\n"
1209 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1210 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1211 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1212 " 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"
1216 "#endif // defined(USESHADOWMAP2D)\n"
1218 "# ifdef USESHADOWMAP2D\n"
1219 "float ShadowMapCompare(vec3 dir)\n"
1221 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1224 "# ifdef USESHADOWSAMPLER\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1227 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1228 " 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"
1230 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1233 "# ifdef USESHADOWMAPPCF\n"
1234 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1235 "# ifdef GL_ARB_texture_gather\n"
1236 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1238 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1240 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1241 "# if USESHADOWMAPPCF > 1\n"
1242 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1243 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1244 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1245 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1246 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1247 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1248 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1249 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1250 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1251 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1252 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1253 " locols.yz += group2.ab;\n"
1254 " hicols.yz += group8.rg;\n"
1255 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1256 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1257 " mix(locols, hicols, offset.y);\n"
1258 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1259 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1260 " f = dot(cols, vec4(1.0/25.0));\n"
1262 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1263 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1264 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1265 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1266 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1267 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1268 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1271 "# ifdef GL_EXT_gpu_shader4\n"
1272 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1274 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1276 "# if USESHADOWMAPPCF > 1\n"
1277 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1278 " center *= ShadowMap_TextureScale;\n"
1279 " 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"
1280 " 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"
1281 " 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"
1282 " 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"
1283 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1284 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1286 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1287 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1288 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1289 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1290 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1291 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1295 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1298 "# ifdef USESHADOWMAPORTHO\n"
1299 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1305 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1306 "#endif // FRAGMENT_SHADER\n"
1311 "#ifdef MODE_DEFERREDGEOMETRY\n"
1312 "#ifdef VERTEX_SHADER\n"
1313 "uniform mat4 TexMatrix;\n"
1314 "#ifdef USEVERTEXTEXTUREBLEND\n"
1315 "uniform mat4 BackgroundTexMatrix;\n"
1317 "uniform mat4 ModelViewMatrix;\n"
1320 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1321 "#ifdef USEVERTEXTEXTUREBLEND\n"
1322 " gl_FrontColor = gl_Color;\n"
1323 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1326 " // transform unnormalized eye direction into tangent space\n"
1327 "#ifdef USEOFFSETMAPPING\n"
1328 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1329 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1330 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1331 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1334 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1335 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1336 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1337 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1339 "#endif // VERTEX_SHADER\n"
1341 "#ifdef FRAGMENT_SHADER\n"
1344 "#ifdef USEOFFSETMAPPING\n"
1345 " // apply offsetmapping\n"
1346 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1347 "#define TexCoord TexCoordOffset\n"
1350 "#ifdef USEALPHAKILL\n"
1351 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1355 "#ifdef USEVERTEXTEXTUREBLEND\n"
1356 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1357 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1358 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1359 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1362 "#ifdef USEVERTEXTEXTUREBLEND\n"
1363 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1364 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1366 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1367 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1370 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1372 "#endif // FRAGMENT_SHADER\n"
1373 "#else // !MODE_DEFERREDGEOMETRY\n"
1378 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1379 "#ifdef VERTEX_SHADER\n"
1380 "uniform mat4 ModelViewMatrix;\n"
1383 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1384 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1386 "#endif // VERTEX_SHADER\n"
1388 "#ifdef FRAGMENT_SHADER\n"
1389 "uniform mat4 ViewToLight;\n"
1390 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1391 "uniform vec2 ScreenToDepth;\n"
1392 "uniform myhalf3 DeferredColor_Ambient;\n"
1393 "uniform myhalf3 DeferredColor_Diffuse;\n"
1394 "#ifdef USESPECULAR\n"
1395 "uniform myhalf3 DeferredColor_Specular;\n"
1396 "uniform myhalf SpecularPower;\n"
1398 "uniform myhalf2 PixelToScreenTexCoord;\n"
1401 " // calculate viewspace pixel position\n"
1402 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1404 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1405 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1406 " // decode viewspace pixel normal\n"
1407 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1408 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1409 " // surfacenormal = pixel normal in viewspace\n"
1410 " // LightVector = pixel to light in viewspace\n"
1411 " // CubeVector = position in lightspace\n"
1412 " // eyevector = pixel to view in viewspace\n"
1413 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1414 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1415 "#ifdef USEDIFFUSE\n"
1416 " // calculate diffuse shading\n"
1417 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1418 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1420 "#ifdef USESPECULAR\n"
1421 " // calculate directional shading\n"
1422 " vec3 eyevector = position * -1.0;\n"
1423 "# ifdef USEEXACTSPECULARMATH\n"
1424 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1426 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1427 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1431 "#if defined(USESHADOWMAP2D)\n"
1432 " fade *= ShadowMapCompare(CubeVector);\n"
1435 "#ifdef USEDIFFUSE\n"
1436 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1438 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1440 "#ifdef USESPECULAR\n"
1441 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1443 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1446 "# ifdef USECUBEFILTER\n"
1447 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1448 " gl_FragData[0].rgb *= cubecolor;\n"
1449 " gl_FragData[1].rgb *= cubecolor;\n"
1452 "#endif // FRAGMENT_SHADER\n"
1453 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1458 "#ifdef VERTEX_SHADER\n"
1459 "uniform mat4 TexMatrix;\n"
1460 "#ifdef USEVERTEXTEXTUREBLEND\n"
1461 "uniform mat4 BackgroundTexMatrix;\n"
1463 "#ifdef MODE_LIGHTSOURCE\n"
1464 "uniform mat4 ModelToLight;\n"
1466 "#ifdef USESHADOWMAPORTHO\n"
1467 "uniform mat4 ShadowMapMatrix;\n"
1471 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1472 " gl_FrontColor = gl_Color;\n"
1474 " // copy the surface texcoord\n"
1475 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1476 "#ifdef USEVERTEXTEXTUREBLEND\n"
1477 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1479 "#ifdef USELIGHTMAP\n"
1480 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1483 "#ifdef MODE_LIGHTSOURCE\n"
1484 " // transform vertex position into light attenuation/cubemap space\n"
1485 " // (-1 to +1 across the light box)\n"
1486 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1488 "# ifdef USEDIFFUSE\n"
1489 " // transform unnormalized light direction into tangent space\n"
1490 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1491 " // normalize it per pixel)\n"
1492 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1493 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1494 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1495 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1499 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1500 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1501 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1502 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1505 " // transform unnormalized eye direction into tangent space\n"
1506 "#ifdef USEEYEVECTOR\n"
1507 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1514 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1515 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1518 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1519 " VectorS = gl_MultiTexCoord1.xyz;\n"
1520 " VectorT = gl_MultiTexCoord2.xyz;\n"
1521 " VectorR = gl_MultiTexCoord3.xyz;\n"
1524 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1525 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1527 "#ifdef USESHADOWMAPORTHO\n"
1528 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1531 "#ifdef USEREFLECTION\n"
1532 " ModelViewProjectionPosition = gl_Position;\n"
1535 "#endif // VERTEX_SHADER\n"
1540 "#ifdef FRAGMENT_SHADER\n"
1541 "#ifdef USEDEFERREDLIGHTMAP\n"
1542 "uniform myhalf2 PixelToScreenTexCoord;\n"
1543 "uniform myhalf3 DeferredMod_Diffuse;\n"
1544 "uniform myhalf3 DeferredMod_Specular;\n"
1546 "uniform myhalf3 Color_Ambient;\n"
1547 "uniform myhalf3 Color_Diffuse;\n"
1548 "uniform myhalf3 Color_Specular;\n"
1549 "uniform myhalf SpecularPower;\n"
1551 "uniform myhalf3 Color_Glow;\n"
1553 "uniform myhalf Alpha;\n"
1554 "#ifdef USEREFLECTION\n"
1555 "uniform vec4 DistortScaleRefractReflect;\n"
1556 "uniform vec4 ScreenScaleRefractReflect;\n"
1557 "uniform vec4 ScreenCenterRefractReflect;\n"
1558 "uniform myhalf4 ReflectColor;\n"
1560 "#ifdef USEREFLECTCUBE\n"
1561 "uniform mat4 ModelToReflectCube;\n"
1562 "uniform sampler2D Texture_ReflectMask;\n"
1563 "uniform samplerCube Texture_ReflectCube;\n"
1565 "#ifdef MODE_LIGHTDIRECTION\n"
1566 "uniform myhalf3 LightColor;\n"
1568 "#ifdef MODE_LIGHTSOURCE\n"
1569 "uniform myhalf3 LightColor;\n"
1573 "#ifdef USEOFFSETMAPPING\n"
1574 " // apply offsetmapping\n"
1575 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1576 "#define TexCoord TexCoordOffset\n"
1579 " // combine the diffuse textures (base, pants, shirt)\n"
1580 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1581 "#ifdef USEALPHAKILL\n"
1582 " if (color.a < 0.5)\n"
1585 " color.a *= Alpha;\n"
1586 "#ifdef USECOLORMAPPING\n"
1587 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1589 "#ifdef USEVERTEXTEXTUREBLEND\n"
1590 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1591 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1592 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1593 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1595 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1598 " // get the surface normal\n"
1599 "#ifdef USEVERTEXTEXTUREBLEND\n"
1600 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1602 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1605 " // get the material colors\n"
1606 " myhalf3 diffusetex = color.rgb;\n"
1607 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1608 "# ifdef USEVERTEXTEXTUREBLEND\n"
1609 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1611 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1615 "#ifdef USEREFLECTCUBE\n"
1616 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1617 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1618 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1619 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1625 "#ifdef MODE_LIGHTSOURCE\n"
1626 " // light source\n"
1627 "#ifdef USEDIFFUSE\n"
1628 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1629 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1630 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1631 "#ifdef USESPECULAR\n"
1632 "#ifdef USEEXACTSPECULARMATH\n"
1633 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1636 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1641 " color.rgb = diffusetex * Color_Ambient;\n"
1643 " color.rgb *= LightColor;\n"
1644 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1645 "#if defined(USESHADOWMAP2D)\n"
1646 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1648 "# ifdef USECUBEFILTER\n"
1649 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1651 "#endif // MODE_LIGHTSOURCE\n"
1656 "#ifdef MODE_LIGHTDIRECTION\n"
1658 "#ifdef USEDIFFUSE\n"
1659 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1661 "#define lightcolor LightColor\n"
1662 "#endif // MODE_LIGHTDIRECTION\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1665 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1666 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1668 " // convert modelspace light vector to tangentspace\n"
1669 " myhalf3 lightnormal;\n"
1670 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1671 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1672 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1673 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1674 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1675 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1676 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1677 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1678 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1679 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1680 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1681 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1682 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1683 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1684 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1686 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1687 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1688 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1694 "#ifdef MODE_FAKELIGHT\n"
1696 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1697 "myhalf3 lightcolor = myhalf3(1.0);\n"
1698 "#endif // MODE_FAKELIGHT\n"
1703 "#ifdef MODE_LIGHTMAP\n"
1704 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1705 "#endif // MODE_LIGHTMAP\n"
1706 "#ifdef MODE_VERTEXCOLOR\n"
1707 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1708 "#endif // MODE_VERTEXCOLOR\n"
1709 "#ifdef MODE_FLATCOLOR\n"
1710 " color.rgb = diffusetex * Color_Ambient;\n"
1711 "#endif // MODE_FLATCOLOR\n"
1717 "# ifdef USEDIFFUSE\n"
1718 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1719 "# ifdef USESPECULAR\n"
1720 "# ifdef USEEXACTSPECULARMATH\n"
1721 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1723 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1724 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1726 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1728 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1731 " color.rgb = diffusetex * Color_Ambient;\n"
1735 "#ifdef USESHADOWMAPORTHO\n"
1736 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1739 "#ifdef USEDEFERREDLIGHTMAP\n"
1740 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1741 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1742 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1746 "#ifdef USEVERTEXTEXTUREBLEND\n"
1747 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1749 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1754 " color.rgb = FogVertex(color.rgb);\n"
1757 " // 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"
1758 "#ifdef USEREFLECTION\n"
1759 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1760 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1763 " // FIXME temporary hack to detect the case that the reflection\n"
1764 " // gets blackened at edges due to leaving the area that contains actual\n"
1766 " // Remove this 'ack once we have a better way to stop this thing from\n"
1768 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1769 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1770 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1771 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1773 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1776 " gl_FragColor = vec4(color);\n"
1778 "#endif // FRAGMENT_SHADER\n"
1780 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1781 "#endif // !MODE_DEFERREDGEOMETRY\n"
1782 "#endif // !MODE_WATER\n"
1783 "#endif // !MODE_REFRACTION\n"
1784 "#endif // !MODE_BLOOMBLUR\n"
1785 "#endif // !MODE_GENERIC\n"
1786 "#endif // !MODE_POSTPROCESS\n"
1787 "#endif // !MODE_SHOWDEPTH\n"
1788 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1792 =========================================================================================================================================================
1796 =========================================================================================================================================================
1800 =========================================================================================================================================================
1804 =========================================================================================================================================================
1808 =========================================================================================================================================================
1812 =========================================================================================================================================================
1816 =========================================================================================================================================================
1819 const char *builtincgshaderstring =
1820 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1821 "// written by Forest 'LordHavoc' Hale\n"
1822 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1824 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1825 "#if defined(USEREFLECTION)\n"
1826 "#undef USESHADOWMAPORTHO\n"
1829 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1832 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1833 "#define USELIGHTMAP\n"
1835 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1836 "#define USEEYEVECTOR\n"
1839 "#ifdef FRAGMENT_SHADER\n"
1841 "//#undef USESHADOWMAPPCF\n"
1842 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1843 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1845 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1849 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1850 "#ifdef VERTEX_SHADER\n"
1853 "float4 gl_Vertex : POSITION,\n"
1854 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1855 "out float4 gl_Position : POSITION,\n"
1856 "out float Depth : TEXCOORD0\n"
1859 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1860 " Depth = gl_Position.z;\n"
1864 "#ifdef FRAGMENT_SHADER\n"
1867 "float Depth : TEXCOORD0,\n"
1868 "out float4 gl_FragColor : COLOR\n"
1871 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1872 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1873 " temp.yz -= floor(temp.yz);\n"
1874 " gl_FragColor = temp;\n"
1875 "// gl_FragColor = float4(Depth,0,0,0);\n"
1878 "#else // !MODE_DEPTH_ORSHADOW\n"
1883 "#ifdef MODE_SHOWDEPTH\n"
1884 "#ifdef VERTEX_SHADER\n"
1887 "float4 gl_Vertex : POSITION,\n"
1888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1889 "out float4 gl_Position : POSITION,\n"
1890 "out float4 gl_FrontColor : COLOR0\n"
1893 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1894 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1901 "float4 gl_FrontColor : COLOR0,\n"
1902 "out float4 gl_FragColor : COLOR\n"
1905 " gl_FragColor = gl_FrontColor;\n"
1908 "#else // !MODE_SHOWDEPTH\n"
1913 "#ifdef MODE_POSTPROCESS\n"
1915 "#ifdef VERTEX_SHADER\n"
1918 "float4 gl_Vertex : POSITION,\n"
1919 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1920 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1921 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1922 "out float4 gl_Position : POSITION,\n"
1923 "out float2 TexCoord1 : TEXCOORD0,\n"
1924 "out float2 TexCoord2 : TEXCOORD1\n"
1927 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1928 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1930 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1935 "#ifdef FRAGMENT_SHADER\n"
1938 "float2 TexCoord1 : TEXCOORD0,\n"
1939 "float2 TexCoord2 : TEXCOORD1,\n"
1940 "uniform sampler Texture_First : register(s0),\n"
1942 "uniform sampler Texture_Second : register(s1),\n"
1944 "#ifdef USEGAMMARAMPS\n"
1945 "uniform sampler Texture_GammaRamps : register(s2),\n"
1947 "#ifdef USESATURATION\n"
1948 "uniform float Saturation : register(c30),\n"
1950 "#ifdef USEVIEWTINT\n"
1951 "uniform float4 ViewTintColor : register(c41),\n"
1953 "uniform float4 UserVec1 : register(c37),\n"
1954 "uniform float4 UserVec2 : register(c38),\n"
1955 "uniform float4 UserVec3 : register(c39),\n"
1956 "uniform float4 UserVec4 : register(c40),\n"
1957 "uniform float ClientTime : register(c2),\n"
1958 "uniform float2 PixelSize : register(c25),\n"
1959 "uniform float4 BloomColorSubtract : register(c43),\n"
1960 "out float4 gl_FragColor : COLOR\n"
1963 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1965 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1967 "#ifdef USEVIEWTINT\n"
1968 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1971 "#ifdef USEPOSTPROCESSING\n"
1972 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1973 "// 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"
1974 " float sobel = 1.0;\n"
1975 " // float2 ts = textureSize(Texture_First, 0);\n"
1976 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1977 " float2 px = PixelSize;\n"
1978 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1979 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1980 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1981 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1982 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1983 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1984 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1985 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1986 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1987 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1988 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1989 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1990 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1991 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1992 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1993 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1994 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1995 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1996 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1997 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1998 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1999 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2000 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2001 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2002 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2003 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2004 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2005 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2006 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2007 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2008 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2009 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2012 "#ifdef USESATURATION\n"
2013 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2014 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2015 " // 'vampire sight' effect, wheres red is compensated\n"
2016 " #ifdef SATURATION_REDCOMPENSATE\n"
2017 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2018 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2019 " gl_FragColor.r += r;\n"
2021 " // normal desaturation\n"
2022 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2023 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2027 "#ifdef USEGAMMARAMPS\n"
2028 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2029 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2030 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2034 "#else // !MODE_POSTPROCESS\n"
2039 "#ifdef MODE_GENERIC\n"
2040 "#ifdef VERTEX_SHADER\n"
2043 "float4 gl_Vertex : POSITION,\n"
2044 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2045 "float4 gl_Color : COLOR0,\n"
2046 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2047 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2048 "out float4 gl_Position : POSITION,\n"
2049 "#ifdef USEDIFFUSE\n"
2050 "out float2 TexCoord1 : TEXCOORD0,\n"
2052 "#ifdef USESPECULAR\n"
2053 "out float2 TexCoord2 : TEXCOORD1,\n"
2055 "out float4 gl_FrontColor : COLOR\n"
2059 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2061 " gl_FrontColor = gl_Color; // Cg is forward\n"
2063 "#ifdef USEDIFFUSE\n"
2064 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2066 "#ifdef USESPECULAR\n"
2067 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2069 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2073 "#ifdef FRAGMENT_SHADER\n"
2077 "float4 gl_FrontColor : COLOR0,\n"
2078 "float2 TexCoord1 : TEXCOORD0,\n"
2079 "float2 TexCoord2 : TEXCOORD1,\n"
2080 "#ifdef USEDIFFUSE\n"
2081 "uniform sampler Texture_First : register(s0),\n"
2083 "#ifdef USESPECULAR\n"
2084 "uniform sampler Texture_Second : register(s1),\n"
2086 "out float4 gl_FragColor : COLOR\n"
2089 " gl_FragColor = gl_FrontColor;\n"
2090 "#ifdef USEDIFFUSE\n"
2091 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2094 "#ifdef USESPECULAR\n"
2095 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2096 "# ifdef USECOLORMAPPING\n"
2097 " gl_FragColor *= tex2;\n"
2100 " gl_FragColor += tex2;\n"
2102 "# ifdef USEVERTEXTEXTUREBLEND\n"
2103 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2108 "#else // !MODE_GENERIC\n"
2113 "#ifdef MODE_BLOOMBLUR\n"
2114 "#ifdef VERTEX_SHADER\n"
2117 "float4 gl_Vertex : POSITION,\n"
2118 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2119 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2120 "out float4 gl_Position : POSITION,\n"
2121 "out float2 TexCoord : TEXCOORD0\n"
2124 " TexCoord = gl_MultiTexCoord0.xy;\n"
2125 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2129 "#ifdef FRAGMENT_SHADER\n"
2133 "float2 TexCoord : TEXCOORD0,\n"
2134 "uniform sampler Texture_First : register(s0),\n"
2135 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2136 "out float4 gl_FragColor : COLOR\n"
2140 " float2 tc = TexCoord;\n"
2141 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2142 " tc += BloomBlur_Parameters.xy;\n"
2143 " for (i = 1;i < SAMPLES;i++)\n"
2145 " color += tex2D(Texture_First, tc).rgb;\n"
2146 " tc += BloomBlur_Parameters.xy;\n"
2148 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2151 "#else // !MODE_BLOOMBLUR\n"
2152 "#ifdef MODE_REFRACTION\n"
2153 "#ifdef VERTEX_SHADER\n"
2156 "float4 gl_Vertex : POSITION,\n"
2157 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2158 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2159 "uniform float4x4 TexMatrix : register(c0),\n"
2160 "uniform float3 EyePosition : register(c24),\n"
2161 "out float4 gl_Position : POSITION,\n"
2162 "out float2 TexCoord : TEXCOORD0,\n"
2163 "out float3 EyeVector : TEXCOORD1,\n"
2164 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2167 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2168 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2169 " ModelViewProjectionPosition = gl_Position;\n"
2173 "#ifdef FRAGMENT_SHADER\n"
2176 "float2 TexCoord : TEXCOORD0,\n"
2177 "float3 EyeVector : TEXCOORD1,\n"
2178 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2179 "uniform sampler Texture_Normal : register(s0),\n"
2180 "uniform sampler Texture_Refraction : register(s3),\n"
2181 "uniform sampler Texture_Reflection : register(s7),\n"
2182 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2183 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2184 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2185 "uniform float4 RefractColor : register(c29),\n"
2186 "out float4 gl_FragColor : COLOR\n"
2189 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2190 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2191 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2192 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2193 " // FIXME temporary hack to detect the case that the reflection\n"
2194 " // gets blackened at edges due to leaving the area that contains actual\n"
2196 " // Remove this 'ack once we have a better way to stop this thing from\n"
2198 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2199 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2200 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2201 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2202 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2203 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2206 "#else // !MODE_REFRACTION\n"
2211 "#ifdef MODE_WATER\n"
2212 "#ifdef VERTEX_SHADER\n"
2216 "float4 gl_Vertex : POSITION,\n"
2217 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2218 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2219 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2220 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2221 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2222 "uniform float4x4 TexMatrix : register(c0),\n"
2223 "uniform float3 EyePosition : register(c24),\n"
2224 "out float4 gl_Position : POSITION,\n"
2225 "out float2 TexCoord : TEXCOORD0,\n"
2226 "out float3 EyeVector : TEXCOORD1,\n"
2227 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2230 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2231 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2232 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2233 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2234 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2235 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2236 " ModelViewProjectionPosition = gl_Position;\n"
2240 "#ifdef FRAGMENT_SHADER\n"
2243 "float2 TexCoord : TEXCOORD0,\n"
2244 "float3 EyeVector : TEXCOORD1,\n"
2245 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2246 "uniform sampler Texture_Normal : register(s0),\n"
2247 "uniform sampler Texture_Refraction : register(s3),\n"
2248 "uniform sampler Texture_Reflection : register(s7),\n"
2249 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2250 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2251 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2252 "uniform float4 RefractColor : register(c29),\n"
2253 "uniform float4 ReflectColor : register(c26),\n"
2254 "uniform float ReflectFactor : register(c27),\n"
2255 "uniform float ReflectOffset : register(c28),\n"
2256 "out float4 gl_FragColor : COLOR\n"
2259 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2260 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2261 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2262 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2263 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2264 " // FIXME temporary hack to detect the case that the reflection\n"
2265 " // gets blackened at edges due to leaving the area that contains actual\n"
2267 " // Remove this 'ack once we have a better way to stop this thing from\n"
2269 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2270 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2271 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2272 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2273 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2274 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2275 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2276 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2277 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2278 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2279 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2280 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2283 "#else // !MODE_WATER\n"
2288 "// 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"
2290 "// fragment shader specific:\n"
2291 "#ifdef FRAGMENT_SHADER\n"
2294 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2297 "#ifdef USEFOGHEIGHTTEXTURE\n"
2298 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2299 " fogfrac = fogheightpixel.a;\n"
2300 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2302 "# ifdef USEFOGOUTSIDE\n"
2303 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2305 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2307 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2312 "#ifdef USEOFFSETMAPPING\n"
2313 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2315 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2316 " // 14 sample relief mapping: linear search and then binary search\n"
2317 " // this basically steps forward a small amount repeatedly until it finds\n"
2318 " // itself inside solid, then jitters forward and back using decreasing\n"
2319 " // amounts to find the impact\n"
2320 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2321 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2322 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2323 " float3 RT = float3(TexCoord, 1);\n"
2324 " OffsetVector *= 0.1;\n"
2325 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2326 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2327 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2328 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2329 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2330 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2331 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2332 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2333 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2334 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2335 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2336 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2337 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2338 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2341 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2342 " // this basically moves forward the full distance, and then backs up based\n"
2343 " // on height of samples\n"
2344 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2345 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2346 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2347 " TexCoord += OffsetVector;\n"
2348 " OffsetVector *= 0.333;\n"
2349 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2350 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2351 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2352 " return TexCoord;\n"
2355 "#endif // USEOFFSETMAPPING\n"
2357 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2358 "#if defined(USESHADOWMAP2D)\n"
2359 "# ifdef USESHADOWMAPORTHO\n"
2360 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2362 "# ifdef USESHADOWMAPVSDCT\n"
2363 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 " float3 adir = abs(dir);\n"
2366 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2367 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2368 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2371 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2373 " float3 adir = abs(dir);\n"
2374 " float ma = adir.z;\n"
2375 " float4 proj = float4(dir, 2.5);\n"
2376 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2377 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2379 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2381 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2382 " 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"
2387 "#endif // defined(USESHADOWMAP2D)\n"
2389 "# ifdef USESHADOWMAP2D\n"
2390 "#ifdef USESHADOWMAPVSDCT\n"
2391 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2393 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2396 "#ifdef USESHADOWMAPVSDCT\n"
2397 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2399 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2403 "# ifdef USESHADOWSAMPLER\n"
2404 "# ifdef USESHADOWMAPPCF\n"
2405 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2406 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2407 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2409 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2412 "# ifdef USESHADOWMAPPCF\n"
2413 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2414 "# ifdef GL_ARB_texture_gather\n"
2415 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2417 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2419 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2420 "# if USESHADOWMAPPCF > 1\n"
2421 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2422 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2423 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2424 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2425 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2426 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2427 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2428 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2429 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2430 " float4 locols = float4(group1.ab, group3.ab);\n"
2431 " float4 hicols = float4(group7.rg, group9.rg);\n"
2432 " locols.yz += group2.ab;\n"
2433 " hicols.yz += group8.rg;\n"
2434 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2435 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2436 " lerp(locols, hicols, offset.y);\n"
2437 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2438 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2439 " f = dot(cols, float4(1.0/25.0));\n"
2441 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2442 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2443 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2444 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2445 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2446 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2447 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2450 "# ifdef GL_EXT_gpu_shader4\n"
2451 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2453 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2455 "# if USESHADOWMAPPCF > 1\n"
2456 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2457 " center *= ShadowMap_TextureScale;\n"
2458 " 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"
2459 " 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"
2460 " 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"
2461 " 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"
2462 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2463 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2465 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2466 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2467 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2468 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2469 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2470 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2474 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2477 "# ifdef USESHADOWMAPORTHO\n"
2478 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2484 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2485 "#endif // FRAGMENT_SHADER\n"
2490 "#ifdef MODE_DEFERREDGEOMETRY\n"
2491 "#ifdef VERTEX_SHADER\n"
2494 "float4 gl_Vertex : POSITION,\n"
2495 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 "float4 gl_Color : COLOR0,\n"
2499 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2500 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2501 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2502 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2503 "uniform float4x4 TexMatrix : register(c0),\n"
2504 "#ifdef USEVERTEXTEXTUREBLEND\n"
2505 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2507 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2508 "#ifdef USEOFFSETMAPPING\n"
2509 "uniform float3 EyePosition : register(c24),\n"
2511 "out float4 gl_Position : POSITION,\n"
2512 "#ifdef USEVERTEXTEXTUREBLEND\n"
2513 "out float4 gl_FrontColor : COLOR,\n"
2515 "out float4 TexCoordBoth : TEXCOORD0,\n"
2516 "#ifdef USEOFFSETMAPPING\n"
2517 "out float3 EyeVector : TEXCOORD2,\n"
2519 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2520 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2521 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2524 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2527 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2529 " gl_FrontColor = gl_Color; // Cg is forward\n"
2531 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2534 " // transform unnormalized eye direction into tangent space\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2537 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2538 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2539 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2542 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2543 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2544 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2545 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2546 " VectorR.w = gl_Position.z;\n"
2548 "#endif // VERTEX_SHADER\n"
2550 "#ifdef FRAGMENT_SHADER\n"
2553 "float4 TexCoordBoth : TEXCOORD0,\n"
2554 "float3 EyeVector : TEXCOORD2,\n"
2555 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2556 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2557 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2558 "uniform sampler Texture_Normal : register(s0),\n"
2559 "#ifdef USEALPHAKILL\n"
2560 "uniform sampler Texture_Color : register(s1),\n"
2562 "uniform sampler Texture_Gloss : register(s2),\n"
2563 "#ifdef USEVERTEXTEXTUREBLEND\n"
2564 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2565 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2567 "#ifdef USEOFFSETMAPPING\n"
2568 "uniform float OffsetMapping_Scale : register(c24),\n"
2570 "uniform half SpecularPower : register(c36),\n"
2572 "out float4 gl_FragData0 : COLOR0,\n"
2573 "out float4 gl_FragData1 : COLOR1\n"
2575 "out float4 gl_FragColor : COLOR\n"
2579 " float2 TexCoord = TexCoordBoth.xy;\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 " // apply offsetmapping\n"
2582 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2583 "#define TexCoord TexCoordOffset\n"
2586 "#ifdef USEALPHAKILL\n"
2587 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2591 "#ifdef USEVERTEXTEXTUREBLEND\n"
2592 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2593 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2594 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2595 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2600 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2602 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2603 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2607 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2608 " float Depth = VectorR.w / 256.0;\n"
2609 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2610 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2611 " depthcolor.yz -= floor(depthcolor.yz);\n"
2612 " gl_FragData1 = depthcolor;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2629 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2643 "float2 Pixel : VPOS,\n"
2645 "float2 Pixel : WPOS,\n"
2647 "float4 ModelViewPosition : TEXCOORD0,\n"
2648 "uniform float4x4 ViewToLight : register(c44),\n"
2649 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2650 "uniform float3 LightPosition : register(c23),\n"
2651 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2652 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2653 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2654 "#ifdef USESPECULAR\n"
2655 "uniform half3 DeferredColor_Specular : register(c11),\n"
2656 "uniform half SpecularPower : register(c36),\n"
2658 "uniform sampler Texture_Attenuation : register(s9),\n"
2659 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2660 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2662 "#ifdef USECUBEFILTER\n"
2663 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2666 "#ifdef USESHADOWMAP2D\n"
2667 "# ifdef USESHADOWSAMPLER\n"
2668 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2670 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2674 "#ifdef USESHADOWMAPVSDCT\n"
2675 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2678 "#if defined(USESHADOWMAP2D)\n"
2679 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2680 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2683 "out float4 gl_FragData0 : COLOR0,\n"
2684 "out float4 gl_FragData1 : COLOR1\n"
2687 " // calculate viewspace pixel position\n"
2688 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2689 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2690 " float3 position;\n"
2692 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2694 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2696 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2697 " // decode viewspace pixel normal\n"
2698 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2699 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2700 " // surfacenormal = pixel normal in viewspace\n"
2701 " // LightVector = pixel to light in viewspace\n"
2702 " // CubeVector = position in lightspace\n"
2703 " // eyevector = pixel to view in viewspace\n"
2704 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2705 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2706 "#ifdef USEDIFFUSE\n"
2707 " // calculate diffuse shading\n"
2708 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2709 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2711 "#ifdef USESPECULAR\n"
2712 " // calculate directional shading\n"
2713 " float3 eyevector = position * -1.0;\n"
2714 "# ifdef USEEXACTSPECULARMATH\n"
2715 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2717 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2718 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2722 "#if defined(USESHADOWMAP2D)\n"
2723 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2724 "#ifdef USESHADOWMAPVSDCT\n"
2725 ", Texture_CubeProjection\n"
2730 "#ifdef USEDIFFUSE\n"
2731 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2733 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2735 "#ifdef USESPECULAR\n"
2736 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2738 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2741 "# ifdef USECUBEFILTER\n"
2742 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2743 " gl_FragData0.rgb *= cubecolor;\n"
2744 " gl_FragData1.rgb *= cubecolor;\n"
2747 "#endif // FRAGMENT_SHADER\n"
2748 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2753 "#ifdef VERTEX_SHADER\n"
2756 "float4 gl_Vertex : POSITION,\n"
2757 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2758 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2759 "float4 gl_Color : COLOR0,\n"
2761 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2762 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2763 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2764 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2765 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2767 "uniform float3 EyePosition : register(c24),\n"
2768 "uniform float4x4 TexMatrix : register(c0),\n"
2769 "#ifdef USEVERTEXTEXTUREBLEND\n"
2770 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2772 "#ifdef MODE_LIGHTSOURCE\n"
2773 "uniform float4x4 ModelToLight : register(c20),\n"
2775 "#ifdef MODE_LIGHTSOURCE\n"
2776 "uniform float3 LightPosition : register(c27),\n"
2778 "#ifdef MODE_LIGHTDIRECTION\n"
2779 "uniform float3 LightDir : register(c26),\n"
2781 "uniform float4 FogPlane : register(c25),\n"
2782 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2783 "uniform float3 LightPosition : register(c27),\n"
2785 "#ifdef USESHADOWMAPORTHO\n"
2786 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2788 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2789 "out float4 gl_FrontColor : COLOR,\n"
2791 "out float4 TexCoordBoth : TEXCOORD0,\n"
2792 "#ifdef USELIGHTMAP\n"
2793 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2795 "#ifdef USEEYEVECTOR\n"
2796 "out float3 EyeVector : TEXCOORD2,\n"
2798 "#ifdef USEREFLECTION\n"
2799 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2802 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2804 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2805 "out float3 LightVector : TEXCOORD1,\n"
2807 "#ifdef MODE_LIGHTSOURCE\n"
2808 "out float3 CubeVector : TEXCOORD3,\n"
2810 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2811 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2812 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2813 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2815 "#ifdef USESHADOWMAPORTHO\n"
2816 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2818 "out float4 gl_Position : POSITION\n"
2821 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2823 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2825 " gl_FrontColor = gl_Color; // Cg is forward\n"
2828 " // copy the surface texcoord\n"
2829 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2830 "#ifdef USEVERTEXTEXTUREBLEND\n"
2831 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2833 "#ifdef USELIGHTMAP\n"
2834 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2837 "#ifdef MODE_LIGHTSOURCE\n"
2838 " // transform vertex position into light attenuation/cubemap space\n"
2839 " // (-1 to +1 across the light box)\n"
2840 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2842 "# ifdef USEDIFFUSE\n"
2843 " // transform unnormalized light direction into tangent space\n"
2844 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2845 " // normalize it per pixel)\n"
2846 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2847 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2848 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2849 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2853 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2854 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2855 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2856 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2859 " // transform unnormalized eye direction into tangent space\n"
2860 "#ifdef USEEYEVECTOR\n"
2861 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2862 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2863 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2864 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2868 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2869 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2872 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2873 " VectorS = gl_MultiTexCoord1.xyz;\n"
2874 " VectorT = gl_MultiTexCoord2.xyz;\n"
2875 " VectorR = gl_MultiTexCoord3.xyz;\n"
2878 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2879 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2881 "#ifdef USESHADOWMAPORTHO\n"
2882 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2885 "#ifdef USEREFLECTION\n"
2886 " ModelViewProjectionPosition = gl_Position;\n"
2889 "#endif // VERTEX_SHADER\n"
2894 "#ifdef FRAGMENT_SHADER\n"
2897 "#ifdef USEDEFERREDLIGHTMAP\n"
2899 "float2 Pixel : VPOS,\n"
2901 "float2 Pixel : WPOS,\n"
2904 "float4 gl_FrontColor : COLOR,\n"
2905 "float4 TexCoordBoth : TEXCOORD0,\n"
2906 "#ifdef USELIGHTMAP\n"
2907 "float2 TexCoordLightmap : TEXCOORD1,\n"
2909 "#ifdef USEEYEVECTOR\n"
2910 "float3 EyeVector : TEXCOORD2,\n"
2912 "#ifdef USEREFLECTION\n"
2913 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2916 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2918 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2919 "float3 LightVector : TEXCOORD1,\n"
2921 "#ifdef MODE_LIGHTSOURCE\n"
2922 "float3 CubeVector : TEXCOORD3,\n"
2924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2925 "float4 ModelViewPosition : TEXCOORD0,\n"
2927 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2928 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2929 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2930 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2932 "#ifdef USESHADOWMAPORTHO\n"
2933 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2936 "uniform sampler Texture_Normal : register(s0),\n"
2937 "uniform sampler Texture_Color : register(s1),\n"
2938 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2939 "uniform sampler Texture_Gloss : register(s2),\n"
2942 "uniform sampler Texture_Glow : register(s3),\n"
2944 "#ifdef USEVERTEXTEXTUREBLEND\n"
2945 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2946 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2951 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform sampler Texture_Pants : register(s4),\n"
2956 "uniform sampler Texture_Shirt : register(s7),\n"
2959 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2960 "uniform sampler Texture_FogMask : register(s8),\n"
2962 "#ifdef USELIGHTMAP\n"
2963 "uniform sampler Texture_Lightmap : register(s9),\n"
2965 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2966 "uniform sampler Texture_Deluxemap : register(s10),\n"
2968 "#ifdef USEREFLECTION\n"
2969 "uniform sampler Texture_Reflection : register(s7),\n"
2972 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2973 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2974 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2976 "#ifdef USEDEFERREDLIGHTMAP\n"
2977 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2978 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2979 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2980 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2983 "#ifdef USECOLORMAPPING\n"
2984 "uniform half3 Color_Pants : register(c7),\n"
2985 "uniform half3 Color_Shirt : register(c8),\n"
2988 "uniform float3 FogColor : register(c16),\n"
2989 "uniform float FogRangeRecip : register(c20),\n"
2990 "uniform float FogPlaneViewDist : register(c19),\n"
2991 "uniform float FogHeightFade : register(c17),\n"
2994 "#ifdef USEOFFSETMAPPING\n"
2995 "uniform float OffsetMapping_Scale : register(c24),\n"
2998 "#ifdef USEDEFERREDLIGHTMAP\n"
2999 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3000 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3001 "uniform half3 DeferredMod_Specular : register(c13),\n"
3003 "uniform half3 Color_Ambient : register(c3),\n"
3004 "uniform half3 Color_Diffuse : register(c4),\n"
3005 "uniform half3 Color_Specular : register(c5),\n"
3006 "uniform half SpecularPower : register(c36),\n"
3008 "uniform half3 Color_Glow : register(c6),\n"
3010 "uniform half Alpha : register(c0),\n"
3011 "#ifdef USEREFLECTION\n"
3012 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3013 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3014 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3015 "uniform half4 ReflectColor : register(c26),\n"
3017 "#ifdef USEREFLECTCUBE\n"
3018 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3019 "uniform sampler Texture_ReflectMask : register(s5),\n"
3020 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3022 "#ifdef MODE_LIGHTDIRECTION\n"
3023 "uniform half3 LightColor : register(c21),\n"
3025 "#ifdef MODE_LIGHTSOURCE\n"
3026 "uniform half3 LightColor : register(c21),\n"
3029 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3030 "uniform sampler Texture_Attenuation : register(s9),\n"
3031 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3036 "#ifdef USESHADOWMAP2D\n"
3037 "# ifdef USESHADOWSAMPLER\n"
3038 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3040 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3044 "#ifdef USESHADOWMAPVSDCT\n"
3045 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3048 "#if defined(USESHADOWMAP2D)\n"
3049 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3050 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3052 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3054 "out float4 gl_FragColor : COLOR\n"
3057 " float2 TexCoord = TexCoordBoth.xy;\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3061 "#ifdef USEOFFSETMAPPING\n"
3062 " // apply offsetmapping\n"
3063 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3064 "#define TexCoord TexCoordOffset\n"
3067 " // combine the diffuse textures (base, pants, shirt)\n"
3068 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3069 "#ifdef USEALPHAKILL\n"
3070 " if (color.a < 0.5)\n"
3073 " color.a *= Alpha;\n"
3074 "#ifdef USECOLORMAPPING\n"
3075 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3077 "#ifdef USEVERTEXTEXTUREBLEND\n"
3078 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3079 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3080 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3081 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3083 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3086 " // get the surface normal\n"
3087 "#ifdef USEVERTEXTEXTUREBLEND\n"
3088 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3090 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3093 " // get the material colors\n"
3094 " half3 diffusetex = color.rgb;\n"
3095 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3096 "# ifdef USEVERTEXTEXTUREBLEND\n"
3097 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3099 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3103 "#ifdef USEREFLECTCUBE\n"
3104 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3105 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3106 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3107 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3113 "#ifdef MODE_LIGHTSOURCE\n"
3114 " // light source\n"
3115 "#ifdef USEDIFFUSE\n"
3116 " half3 lightnormal = half3(normalize(LightVector));\n"
3117 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3118 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3119 "#ifdef USESPECULAR\n"
3120 "#ifdef USEEXACTSPECULARMATH\n"
3121 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3123 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3124 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3126 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3129 " color.rgb = diffusetex * Color_Ambient;\n"
3131 " color.rgb *= LightColor;\n"
3132 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3133 "#if defined(USESHADOWMAP2D)\n"
3134 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3135 "#ifdef USESHADOWMAPVSDCT\n"
3136 ", Texture_CubeProjection\n"
3141 "# ifdef USECUBEFILTER\n"
3142 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3145 "#ifdef USESHADOWMAP2D\n"
3146 "#ifdef USESHADOWMAPVSDCT\n"
3147 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3149 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3151 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3152 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3153 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3154 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3155 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3156 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3157 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3158 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3159 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3160 "// color.r = half(shadowmaptc.z);\n"
3161 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3162 "// color.r = half(shadowmaptc.z);\n"
3164 "// color.rgb = abs(CubeVector);\n"
3166 "// color.rgb = half3(1,1,1);\n"
3167 "#endif // MODE_LIGHTSOURCE\n"
3172 "#ifdef MODE_LIGHTDIRECTION\n"
3174 "#ifdef USEDIFFUSE\n"
3175 " half3 lightnormal = half3(normalize(LightVector));\n"
3177 "#define lightcolor LightColor\n"
3178 "#endif // MODE_LIGHTDIRECTION\n"
3179 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3181 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3182 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3183 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3184 " // convert modelspace light vector to tangentspace\n"
3185 " half3 lightnormal;\n"
3186 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3187 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3188 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3189 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3190 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3191 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3192 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3193 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3194 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3195 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3196 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3197 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3198 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3199 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3200 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3202 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3203 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3204 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3210 "#ifdef MODE_FAKELIGHT\n"
3212 "half3 lightnormal = half3(normalize(EyeVector));\n"
3213 "half3 lightcolor = half3(1.0);\n"
3214 "#endif // MODE_FAKELIGHT\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 " color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3233 "# ifdef USEDIFFUSE\n"
3234 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "# ifdef USESPECULAR\n"
3236 "# ifdef USEEXACTSPECULARMATH\n"
3237 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3239 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3240 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3242 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3255 "#ifdef USEDEFERREDLIGHTMAP\n"
3256 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3257 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3258 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3259 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3260 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3264 "#ifdef USEVERTEXTEXTUREBLEND\n"
3265 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3267 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3272 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3275 " // 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"
3276 "#ifdef USEREFLECTION\n"
3277 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3278 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3279 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3280 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3281 " // FIXME temporary hack to detect the case that the reflection\n"
3282 " // gets blackened at edges due to leaving the area that contains actual\n"
3284 " // Remove this 'ack once we have a better way to stop this thing from\n"
3286 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3287 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3289 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3290 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3291 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3294 " gl_FragColor = float4(color);\n"
3296 "#endif // FRAGMENT_SHADER\n"
3298 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3299 "#endif // !MODE_DEFERREDGEOMETRY\n"
3300 "#endif // !MODE_WATER\n"
3301 "#endif // !MODE_REFRACTION\n"
3302 "#endif // !MODE_BLOOMBLUR\n"
3303 "#endif // !MODE_GENERIC\n"
3304 "#endif // !MODE_POSTPROCESS\n"
3305 "#endif // !MODE_SHOWDEPTH\n"
3306 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3309 char *glslshaderstring = NULL;
3310 char *cgshaderstring = NULL;
3311 char *hlslshaderstring = NULL;
3313 //=======================================================================================================================================================
3315 typedef struct shaderpermutationinfo_s
3317 const char *pretext;
3320 shaderpermutationinfo_t;
3322 typedef struct shadermodeinfo_s
3324 const char *vertexfilename;
3325 const char *geometryfilename;
3326 const char *fragmentfilename;
3327 const char *pretext;
3332 typedef enum shaderpermutation_e
3334 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3335 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3336 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3337 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3338 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3339 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3340 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3341 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3342 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3343 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3344 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3345 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3346 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3347 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3348 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3349 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3350 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3351 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3352 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3353 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3354 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3355 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3356 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3357 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3358 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3359 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3360 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3361 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, // (water) counter-direction normalmaps scrolling
3362 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3363 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3365 shaderpermutation_t;
3367 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3368 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3370 {"#define USEDIFFUSE\n", " diffuse"},
3371 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3372 {"#define USEVIEWTINT\n", " viewtint"},
3373 {"#define USECOLORMAPPING\n", " colormapping"},
3374 {"#define USESATURATION\n", " saturation"},
3375 {"#define USEFOGINSIDE\n", " foginside"},
3376 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3377 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3378 {"#define USEGAMMARAMPS\n", " gammaramps"},
3379 {"#define USECUBEFILTER\n", " cubefilter"},
3380 {"#define USEGLOW\n", " glow"},
3381 {"#define USEBLOOM\n", " bloom"},
3382 {"#define USESPECULAR\n", " specular"},
3383 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3384 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3385 {"#define USEREFLECTION\n", " reflection"},
3386 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3387 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3388 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3389 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3390 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3391 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3392 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3393 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3394 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3395 {"#define USEALPHAKILL\n", " alphakill"},
3396 {"#define USEREFLECTCUBE\n", " reflectcube"},
3397 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3400 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3401 typedef enum shadermode_e
3403 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3404 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3405 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3406 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3407 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3408 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3409 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3410 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3411 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3412 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3413 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3414 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3415 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3416 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3417 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3418 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3423 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3424 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3426 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3427 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3428 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3429 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3445 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3447 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3448 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3449 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3467 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3469 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3470 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3471 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3472 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3473 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3474 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3475 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3476 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3477 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3478 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3479 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3482 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3483 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3487 struct r_glsl_permutation_s;
3488 typedef struct r_glsl_permutation_s
3490 /// hash lookup data
3491 struct r_glsl_permutation_s *hashnext;
3493 unsigned int permutation;
3495 /// indicates if we have tried compiling this permutation already
3497 /// 0 if compilation failed
3499 /// locations of detected uniforms in program object, or -1 if not found
3500 int loc_Texture_First;
3501 int loc_Texture_Second;
3502 int loc_Texture_GammaRamps;
3503 int loc_Texture_Normal;
3504 int loc_Texture_Color;
3505 int loc_Texture_Gloss;
3506 int loc_Texture_Glow;
3507 int loc_Texture_SecondaryNormal;
3508 int loc_Texture_SecondaryColor;
3509 int loc_Texture_SecondaryGloss;
3510 int loc_Texture_SecondaryGlow;
3511 int loc_Texture_Pants;
3512 int loc_Texture_Shirt;
3513 int loc_Texture_FogHeightTexture;
3514 int loc_Texture_FogMask;
3515 int loc_Texture_Lightmap;
3516 int loc_Texture_Deluxemap;
3517 int loc_Texture_Attenuation;
3518 int loc_Texture_Cube;
3519 int loc_Texture_Refraction;
3520 int loc_Texture_Reflection;
3521 int loc_Texture_ShadowMap2D;
3522 int loc_Texture_CubeProjection;
3523 int loc_Texture_ScreenDepth;
3524 int loc_Texture_ScreenNormalMap;
3525 int loc_Texture_ScreenDiffuse;
3526 int loc_Texture_ScreenSpecular;
3527 int loc_Texture_ReflectMask;
3528 int loc_Texture_ReflectCube;
3530 int loc_BloomBlur_Parameters;
3532 int loc_Color_Ambient;
3533 int loc_Color_Diffuse;
3534 int loc_Color_Specular;
3536 int loc_Color_Pants;
3537 int loc_Color_Shirt;
3538 int loc_DeferredColor_Ambient;
3539 int loc_DeferredColor_Diffuse;
3540 int loc_DeferredColor_Specular;
3541 int loc_DeferredMod_Diffuse;
3542 int loc_DeferredMod_Specular;
3543 int loc_DistortScaleRefractReflect;
3544 int loc_EyePosition;
3546 int loc_FogHeightFade;
3548 int loc_FogPlaneViewDist;
3549 int loc_FogRangeRecip;
3552 int loc_LightPosition;
3553 int loc_OffsetMapping_Scale;
3555 int loc_ReflectColor;
3556 int loc_ReflectFactor;
3557 int loc_ReflectOffset;
3558 int loc_RefractColor;
3560 int loc_ScreenCenterRefractReflect;
3561 int loc_ScreenScaleRefractReflect;
3562 int loc_ScreenToDepth;
3563 int loc_ShadowMap_Parameters;
3564 int loc_ShadowMap_TextureScale;
3565 int loc_SpecularPower;
3570 int loc_ViewTintColor;
3571 int loc_ViewToLight;
3572 int loc_ModelToLight;
3574 int loc_BackgroundTexMatrix;
3575 int loc_ModelViewProjectionMatrix;
3576 int loc_ModelViewMatrix;
3577 int loc_PixelToScreenTexCoord;
3578 int loc_ModelToReflectCube;
3579 int loc_ShadowMapMatrix;
3580 int loc_BloomColorSubtract;
3581 int loc_NormalmapScrollBlend;
3583 r_glsl_permutation_t;
3585 #define SHADERPERMUTATION_HASHSIZE 256
3587 // this called both on R_GLSL_CompileShader and R_HLSL_CacheShader
3588 // this function adds more "#define" to supply static parms, could be used by game-specific code part
3589 int vertstrings_count = 0;
3590 int geomstrings_count = 0;
3591 int fragstrings_count = 0;
3592 const char *vertstrings_list[64+3];
3593 const char *geomstrings_list[64+3];
3594 const char *fragstrings_list[64+3];
3595 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3597 if (mode == SHADERMODE_POSTPROCESS && (permutation & SHADERPERMUTATION_SATURATION))
3598 if (r_glsl_saturation_redcompensate.integer)
3599 fragstrings_list[fragstrings_count++] = "#define SATURATION_REDCOMPENSATE\n";
3602 /// information about each possible shader permutation
3603 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3604 /// currently selected permutation
3605 r_glsl_permutation_t *r_glsl_permutation;
3606 /// storage for permutations linked in the hash table
3607 memexpandablearray_t r_glsl_permutationarray;
3609 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3611 //unsigned int hashdepth = 0;
3612 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3613 r_glsl_permutation_t *p;
3614 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3616 if (p->mode == mode && p->permutation == permutation)
3618 //if (hashdepth > 10)
3619 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3624 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3626 p->permutation = permutation;
3627 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3628 r_glsl_permutationhash[mode][hashindex] = p;
3629 //if (hashdepth > 10)
3630 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3634 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3637 if (!filename || !filename[0])
3639 if (!strcmp(filename, "glsl/default.glsl"))
3641 if (!glslshaderstring)
3643 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3644 if (glslshaderstring)
3645 Con_DPrintf("Loading shaders from file %s...\n", filename);
3647 glslshaderstring = (char *)builtinshaderstring;
3649 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3650 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3651 return shaderstring;
3653 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3656 if (printfromdisknotice)
3657 Con_DPrintf("from disk %s... ", filename);
3658 return shaderstring;
3660 return shaderstring;
3663 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3666 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3667 char *vertexstring, *geometrystring, *fragmentstring;
3668 char permutationname[256];
3675 permutationname[0] = 0;
3676 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3677 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3678 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3680 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3682 // the first pretext is which type of shader to compile as
3683 // (later these will all be bound together as a program object)
3684 vertstrings_count = 0;
3685 geomstrings_count = 0;
3686 fragstrings_count = 0;
3687 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3688 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3689 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3691 // the second pretext is the mode (for example a light source)
3692 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3693 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3694 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3695 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3697 // now add all the permutation pretexts
3698 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3700 if (permutation & (1<<i))
3702 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3703 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3704 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3705 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3709 // keep line numbers correct
3710 vertstrings_list[vertstrings_count++] = "\n";
3711 geomstrings_list[geomstrings_count++] = "\n";
3712 fragstrings_list[fragstrings_count++] = "\n";
3717 R_CompileShader_AddStaticParms(mode, permutation);
3719 // now append the shader text itself
3720 vertstrings_list[vertstrings_count++] = vertexstring;
3721 geomstrings_list[geomstrings_count++] = geometrystring;
3722 fragstrings_list[fragstrings_count++] = fragmentstring;
3724 // if any sources were NULL, clear the respective list
3726 vertstrings_count = 0;
3727 if (!geometrystring)
3728 geomstrings_count = 0;
3729 if (!fragmentstring)
3730 fragstrings_count = 0;
3732 // compile the shader program
3733 if (vertstrings_count + geomstrings_count + fragstrings_count)
3734 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3738 qglUseProgramObjectARB(p->program);CHECKGLERROR
3739 // look up all the uniform variable names we care about, so we don't
3740 // have to look them up every time we set them
3742 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3743 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3744 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3745 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3746 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3747 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3748 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3749 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3750 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3751 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3752 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3753 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3754 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3755 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3756 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3757 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3758 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3759 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3760 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3761 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3762 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3763 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3764 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3765 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3766 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3767 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3768 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3769 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3770 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3771 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3772 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3773 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3774 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3775 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3776 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3777 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3778 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3779 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3780 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3781 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3782 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3783 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3784 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3785 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3786 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3787 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3788 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3789 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3790 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3791 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3792 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3793 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3794 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3795 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3796 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3797 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3798 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3799 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3800 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3801 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3802 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3803 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3804 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3805 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3806 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3807 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3808 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3809 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3810 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3811 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3812 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3813 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3814 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3815 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3816 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3817 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3818 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3819 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3820 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3821 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3822 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3823 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3824 // initialize the samplers to refer to the texture units we use
3825 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3826 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3827 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3828 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3829 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3830 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3831 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3832 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3833 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3834 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3835 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3836 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3837 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3838 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3839 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3840 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3841 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3842 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3843 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3844 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3845 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3846 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3847 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3848 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3849 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3850 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3851 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3852 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3853 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3855 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3858 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3862 Mem_Free(vertexstring);
3864 Mem_Free(geometrystring);
3866 Mem_Free(fragmentstring);
3869 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3871 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3872 if (r_glsl_permutation != perm)
3874 r_glsl_permutation = perm;
3875 if (!r_glsl_permutation->program)
3877 if (!r_glsl_permutation->compiled)
3878 R_GLSL_CompilePermutation(perm, mode, permutation);
3879 if (!r_glsl_permutation->program)
3881 // remove features until we find a valid permutation
3883 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3885 // reduce i more quickly whenever it would not remove any bits
3886 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3887 if (!(permutation & j))
3890 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3891 if (!r_glsl_permutation->compiled)
3892 R_GLSL_CompilePermutation(perm, mode, permutation);
3893 if (r_glsl_permutation->program)
3896 if (i >= SHADERPERMUTATION_COUNT)
3898 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3899 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3900 qglUseProgramObjectARB(0);CHECKGLERROR
3901 return; // no bit left to clear, entire mode is broken
3906 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3908 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3909 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3910 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3914 #include <Cg/cgGL.h>
3915 struct r_cg_permutation_s;
3916 typedef struct r_cg_permutation_s
3918 /// hash lookup data
3919 struct r_cg_permutation_s *hashnext;
3921 unsigned int permutation;
3923 /// indicates if we have tried compiling this permutation already
3925 /// 0 if compilation failed
3928 /// locations of detected parameters in programs, or NULL if not found
3929 CGparameter vp_EyePosition;
3930 CGparameter vp_FogPlane;
3931 CGparameter vp_LightDir;
3932 CGparameter vp_LightPosition;
3933 CGparameter vp_ModelToLight;
3934 CGparameter vp_TexMatrix;
3935 CGparameter vp_BackgroundTexMatrix;
3936 CGparameter vp_ModelViewProjectionMatrix;
3937 CGparameter vp_ModelViewMatrix;
3938 CGparameter vp_ShadowMapMatrix;
3940 CGparameter fp_Texture_First;
3941 CGparameter fp_Texture_Second;
3942 CGparameter fp_Texture_GammaRamps;
3943 CGparameter fp_Texture_Normal;
3944 CGparameter fp_Texture_Color;
3945 CGparameter fp_Texture_Gloss;
3946 CGparameter fp_Texture_Glow;
3947 CGparameter fp_Texture_SecondaryNormal;
3948 CGparameter fp_Texture_SecondaryColor;
3949 CGparameter fp_Texture_SecondaryGloss;
3950 CGparameter fp_Texture_SecondaryGlow;
3951 CGparameter fp_Texture_Pants;
3952 CGparameter fp_Texture_Shirt;
3953 CGparameter fp_Texture_FogHeightTexture;
3954 CGparameter fp_Texture_FogMask;
3955 CGparameter fp_Texture_Lightmap;
3956 CGparameter fp_Texture_Deluxemap;
3957 CGparameter fp_Texture_Attenuation;
3958 CGparameter fp_Texture_Cube;
3959 CGparameter fp_Texture_Refraction;
3960 CGparameter fp_Texture_Reflection;
3961 CGparameter fp_Texture_ShadowMap2D;
3962 CGparameter fp_Texture_CubeProjection;
3963 CGparameter fp_Texture_ScreenDepth;
3964 CGparameter fp_Texture_ScreenNormalMap;
3965 CGparameter fp_Texture_ScreenDiffuse;
3966 CGparameter fp_Texture_ScreenSpecular;
3967 CGparameter fp_Texture_ReflectMask;
3968 CGparameter fp_Texture_ReflectCube;
3969 CGparameter fp_Alpha;
3970 CGparameter fp_BloomBlur_Parameters;
3971 CGparameter fp_ClientTime;
3972 CGparameter fp_Color_Ambient;
3973 CGparameter fp_Color_Diffuse;
3974 CGparameter fp_Color_Specular;
3975 CGparameter fp_Color_Glow;
3976 CGparameter fp_Color_Pants;
3977 CGparameter fp_Color_Shirt;
3978 CGparameter fp_DeferredColor_Ambient;
3979 CGparameter fp_DeferredColor_Diffuse;
3980 CGparameter fp_DeferredColor_Specular;
3981 CGparameter fp_DeferredMod_Diffuse;
3982 CGparameter fp_DeferredMod_Specular;
3983 CGparameter fp_DistortScaleRefractReflect;
3984 CGparameter fp_EyePosition;
3985 CGparameter fp_FogColor;
3986 CGparameter fp_FogHeightFade;
3987 CGparameter fp_FogPlane;
3988 CGparameter fp_FogPlaneViewDist;
3989 CGparameter fp_FogRangeRecip;
3990 CGparameter fp_LightColor;
3991 CGparameter fp_LightDir;
3992 CGparameter fp_LightPosition;
3993 CGparameter fp_OffsetMapping_Scale;
3994 CGparameter fp_PixelSize;
3995 CGparameter fp_ReflectColor;
3996 CGparameter fp_ReflectFactor;
3997 CGparameter fp_ReflectOffset;
3998 CGparameter fp_RefractColor;
3999 CGparameter fp_Saturation;
4000 CGparameter fp_ScreenCenterRefractReflect;
4001 CGparameter fp_ScreenScaleRefractReflect;
4002 CGparameter fp_ScreenToDepth;
4003 CGparameter fp_ShadowMap_Parameters;
4004 CGparameter fp_ShadowMap_TextureScale;
4005 CGparameter fp_SpecularPower;
4006 CGparameter fp_UserVec1;
4007 CGparameter fp_UserVec2;
4008 CGparameter fp_UserVec3;
4009 CGparameter fp_UserVec4;
4010 CGparameter fp_ViewTintColor;
4011 CGparameter fp_ViewToLight;
4012 CGparameter fp_PixelToScreenTexCoord;
4013 CGparameter fp_ModelToReflectCube;
4014 CGparameter fp_BloomColorSubtract;
4015 CGparameter fp_NormalmapScrollBlend;
4019 /// information about each possible shader permutation
4020 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4021 /// currently selected permutation
4022 r_cg_permutation_t *r_cg_permutation;
4023 /// storage for permutations linked in the hash table
4024 memexpandablearray_t r_cg_permutationarray;
4026 #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));}}
4028 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4030 //unsigned int hashdepth = 0;
4031 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4032 r_cg_permutation_t *p;
4033 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4035 if (p->mode == mode && p->permutation == permutation)
4037 //if (hashdepth > 10)
4038 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4043 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4045 p->permutation = permutation;
4046 p->hashnext = r_cg_permutationhash[mode][hashindex];
4047 r_cg_permutationhash[mode][hashindex] = p;
4048 //if (hashdepth > 10)
4049 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4053 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4056 if (!filename || !filename[0])
4058 if (!strcmp(filename, "cg/default.cg"))
4060 if (!cgshaderstring)
4062 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4064 Con_DPrintf("Loading shaders from file %s...\n", filename);
4066 cgshaderstring = (char *)builtincgshaderstring;
4068 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4069 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4070 return shaderstring;
4072 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4075 if (printfromdisknotice)
4076 Con_DPrintf("from disk %s... ", filename);
4077 return shaderstring;
4079 return shaderstring;
4082 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4084 // TODO: load or create .fp and .vp shader files
4087 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4090 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4091 int vertstring_length = 0;
4092 int geomstring_length = 0;
4093 int fragstring_length = 0;
4095 char *vertexstring, *geometrystring, *fragmentstring;
4096 char *vertstring, *geomstring, *fragstring;
4097 char permutationname[256];
4098 char cachename[256];
4099 CGprofile vertexProfile;
4100 CGprofile fragmentProfile;
4108 permutationname[0] = 0;
4110 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4111 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4112 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4114 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4115 strlcat(cachename, "cg/", sizeof(cachename));
4117 // the first pretext is which type of shader to compile as
4118 // (later these will all be bound together as a program object)
4119 vertstrings_count = 0;
4120 geomstrings_count = 0;
4121 fragstrings_count = 0;
4122 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4123 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4124 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4126 // the second pretext is the mode (for example a light source)
4127 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4128 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4129 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4130 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4131 strlcat(cachename, modeinfo->name, sizeof(cachename));
4133 // now add all the permutation pretexts
4134 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4136 if (permutation & (1<<i))
4138 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4139 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4140 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4141 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4142 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4146 // keep line numbers correct
4147 vertstrings_list[vertstrings_count++] = "\n";
4148 geomstrings_list[geomstrings_count++] = "\n";
4149 fragstrings_list[fragstrings_count++] = "\n";
4154 R_CompileShader_AddStaticParms(mode, permutation);
4156 // replace spaces in the cachename with _ characters
4157 for (i = 0;cachename[i];i++)
4158 if (cachename[i] == ' ')
4161 // now append the shader text itself
4162 vertstrings_list[vertstrings_count++] = vertexstring;
4163 geomstrings_list[geomstrings_count++] = geometrystring;
4164 fragstrings_list[fragstrings_count++] = fragmentstring;
4166 // if any sources were NULL, clear the respective list
4168 vertstrings_count = 0;
4169 if (!geometrystring)
4170 geomstrings_count = 0;
4171 if (!fragmentstring)
4172 fragstrings_count = 0;
4174 vertstring_length = 0;
4175 for (i = 0;i < vertstrings_count;i++)
4176 vertstring_length += strlen(vertstrings_list[i]);
4177 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4178 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4179 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4181 geomstring_length = 0;
4182 for (i = 0;i < geomstrings_count;i++)
4183 geomstring_length += strlen(geomstrings_list[i]);
4184 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4185 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4186 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4188 fragstring_length = 0;
4189 for (i = 0;i < fragstrings_count;i++)
4190 fragstring_length += strlen(fragstrings_list[i]);
4191 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4192 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4193 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4197 //vertexProfile = CG_PROFILE_ARBVP1;
4198 //fragmentProfile = CG_PROFILE_ARBFP1;
4199 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4200 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4201 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4202 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4203 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4206 // try to load the cached shader, or generate one
4207 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4209 // if caching failed, do a dynamic compile for now
4211 if (vertstring[0] && !p->vprogram)
4212 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4214 if (fragstring[0] && !p->fprogram)
4215 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4218 // look up all the uniform variable names we care about, so we don't
4219 // have to look them up every time we set them
4223 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4224 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4225 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4226 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4227 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4228 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4229 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4230 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4231 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4232 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4233 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4234 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4240 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4241 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4242 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4243 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4244 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4245 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4246 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4247 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4248 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4249 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4250 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4251 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4252 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4253 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4254 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4255 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4256 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4257 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4258 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4259 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4260 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4261 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4262 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4263 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4264 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4265 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4266 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4267 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4268 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4269 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4270 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4271 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4272 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4273 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4274 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4275 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4276 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4277 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4278 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4279 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4280 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4281 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4282 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4283 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4284 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4285 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4286 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4287 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4288 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4289 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4290 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4291 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4292 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4293 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4294 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4295 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4296 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4297 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4298 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4299 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4300 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4301 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4302 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4303 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4304 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4305 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4306 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4307 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4308 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4309 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4310 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4311 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4312 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4313 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4314 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4315 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4316 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4317 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4321 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4322 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4324 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4328 Mem_Free(vertstring);
4330 Mem_Free(geomstring);
4332 Mem_Free(fragstring);
4334 Mem_Free(vertexstring);
4336 Mem_Free(geometrystring);
4338 Mem_Free(fragmentstring);
4341 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4343 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4346 if (r_cg_permutation != perm)
4348 r_cg_permutation = perm;
4349 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4351 if (!r_cg_permutation->compiled)
4352 R_CG_CompilePermutation(perm, mode, permutation);
4353 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4355 // remove features until we find a valid permutation
4357 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4359 // reduce i more quickly whenever it would not remove any bits
4360 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4361 if (!(permutation & j))
4364 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4365 if (!r_cg_permutation->compiled)
4366 R_CG_CompilePermutation(perm, mode, permutation);
4367 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4370 if (i >= SHADERPERMUTATION_COUNT)
4372 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4373 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4374 return; // no bit left to clear, entire mode is broken
4380 if (r_cg_permutation->vprogram)
4382 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4383 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4384 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4388 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4389 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4391 if (r_cg_permutation->fprogram)
4393 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4394 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4395 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4399 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4400 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4404 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4405 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4406 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4409 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4411 cgGLSetTextureParameter(param, R_GetTexture(tex));
4412 cgGLEnableTextureParameter(param);
4420 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4421 extern D3DCAPS9 vid_d3d9caps;
4424 struct r_hlsl_permutation_s;
4425 typedef struct r_hlsl_permutation_s
4427 /// hash lookup data
4428 struct r_hlsl_permutation_s *hashnext;
4430 unsigned int permutation;
4432 /// indicates if we have tried compiling this permutation already
4434 /// NULL if compilation failed
4435 IDirect3DVertexShader9 *vertexshader;
4436 IDirect3DPixelShader9 *pixelshader;
4438 r_hlsl_permutation_t;
4440 typedef enum D3DVSREGISTER_e
4442 D3DVSREGISTER_TexMatrix = 0, // float4x4
4443 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4444 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4445 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4446 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4447 D3DVSREGISTER_ModelToLight = 20, // float4x4
4448 D3DVSREGISTER_EyePosition = 24,
4449 D3DVSREGISTER_FogPlane = 25,
4450 D3DVSREGISTER_LightDir = 26,
4451 D3DVSREGISTER_LightPosition = 27,
4455 typedef enum D3DPSREGISTER_e
4457 D3DPSREGISTER_Alpha = 0,
4458 D3DPSREGISTER_BloomBlur_Parameters = 1,
4459 D3DPSREGISTER_ClientTime = 2,
4460 D3DPSREGISTER_Color_Ambient = 3,
4461 D3DPSREGISTER_Color_Diffuse = 4,
4462 D3DPSREGISTER_Color_Specular = 5,
4463 D3DPSREGISTER_Color_Glow = 6,
4464 D3DPSREGISTER_Color_Pants = 7,
4465 D3DPSREGISTER_Color_Shirt = 8,
4466 D3DPSREGISTER_DeferredColor_Ambient = 9,
4467 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4468 D3DPSREGISTER_DeferredColor_Specular = 11,
4469 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4470 D3DPSREGISTER_DeferredMod_Specular = 13,
4471 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4472 D3DPSREGISTER_EyePosition = 15, // unused
4473 D3DPSREGISTER_FogColor = 16,
4474 D3DPSREGISTER_FogHeightFade = 17,
4475 D3DPSREGISTER_FogPlane = 18,
4476 D3DPSREGISTER_FogPlaneViewDist = 19,
4477 D3DPSREGISTER_FogRangeRecip = 20,
4478 D3DPSREGISTER_LightColor = 21,
4479 D3DPSREGISTER_LightDir = 22, // unused
4480 D3DPSREGISTER_LightPosition = 23,
4481 D3DPSREGISTER_OffsetMapping_Scale = 24,
4482 D3DPSREGISTER_PixelSize = 25,
4483 D3DPSREGISTER_ReflectColor = 26,
4484 D3DPSREGISTER_ReflectFactor = 27,
4485 D3DPSREGISTER_ReflectOffset = 28,
4486 D3DPSREGISTER_RefractColor = 29,
4487 D3DPSREGISTER_Saturation = 30,
4488 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4489 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4490 D3DPSREGISTER_ScreenToDepth = 33,
4491 D3DPSREGISTER_ShadowMap_Parameters = 34,
4492 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4493 D3DPSREGISTER_SpecularPower = 36,
4494 D3DPSREGISTER_UserVec1 = 37,
4495 D3DPSREGISTER_UserVec2 = 38,
4496 D3DPSREGISTER_UserVec3 = 39,
4497 D3DPSREGISTER_UserVec4 = 40,
4498 D3DPSREGISTER_ViewTintColor = 41,
4499 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4500 D3DPSREGISTER_BloomColorSubtract = 43,
4501 D3DPSREGISTER_ViewToLight = 44, // float4x4
4502 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4503 D3DPSREGISTER_NormalmapScrollBlend = 52,
4508 /// information about each possible shader permutation
4509 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4510 /// currently selected permutation
4511 r_hlsl_permutation_t *r_hlsl_permutation;
4512 /// storage for permutations linked in the hash table
4513 memexpandablearray_t r_hlsl_permutationarray;
4515 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4517 //unsigned int hashdepth = 0;
4518 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4519 r_hlsl_permutation_t *p;
4520 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4522 if (p->mode == mode && p->permutation == permutation)
4524 //if (hashdepth > 10)
4525 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4530 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4532 p->permutation = permutation;
4533 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4534 r_hlsl_permutationhash[mode][hashindex] = p;
4535 //if (hashdepth > 10)
4536 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4540 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4543 if (!filename || !filename[0])
4545 if (!strcmp(filename, "hlsl/default.hlsl"))
4547 if (!hlslshaderstring)
4549 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4550 if (hlslshaderstring)
4551 Con_DPrintf("Loading shaders from file %s...\n", filename);
4553 hlslshaderstring = (char *)builtincgshaderstring;
4555 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4556 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4557 return shaderstring;
4559 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4562 if (printfromdisknotice)
4563 Con_DPrintf("from disk %s... ", filename);
4564 return shaderstring;
4566 return shaderstring;
4570 //#include <d3dx9shader.h>
4571 //#include <d3dx9mesh.h>
4573 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4575 DWORD *vsbin = NULL;
4576 DWORD *psbin = NULL;
4577 fs_offset_t vsbinsize;
4578 fs_offset_t psbinsize;
4579 // IDirect3DVertexShader9 *vs = NULL;
4580 // IDirect3DPixelShader9 *ps = NULL;
4581 ID3DXBuffer *vslog = NULL;
4582 ID3DXBuffer *vsbuffer = NULL;
4583 ID3DXConstantTable *vsconstanttable = NULL;
4584 ID3DXBuffer *pslog = NULL;
4585 ID3DXBuffer *psbuffer = NULL;
4586 ID3DXConstantTable *psconstanttable = NULL;
4589 char temp[MAX_INPUTLINE];
4590 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4591 qboolean debugshader = gl_paranoid.integer != 0;
4592 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4593 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4596 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4597 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4599 if ((!vsbin && vertstring) || (!psbin && fragstring))
4601 const char* dllnames_d3dx9 [] =
4625 dllhandle_t d3dx9_dll = NULL;
4626 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4627 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4628 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4629 dllfunction_t d3dx9_dllfuncs[] =
4631 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4632 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4633 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4636 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4638 DWORD shaderflags = 0;
4640 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4641 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4642 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4643 if (vertstring && vertstring[0])
4647 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4648 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4649 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4650 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4653 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4656 vsbinsize = vsbuffer->GetBufferSize();
4657 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4658 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4659 vsbuffer->Release();
4663 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4664 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4668 if (fragstring && fragstring[0])
4672 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4673 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4674 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4675 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4678 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4681 psbinsize = psbuffer->GetBufferSize();
4682 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4683 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4684 psbuffer->Release();
4688 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4689 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4693 Sys_UnloadLibrary(&d3dx9_dll);
4696 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4700 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4701 if (FAILED(vsresult))
4702 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4703 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4704 if (FAILED(psresult))
4705 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4707 // free the shader data
4708 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4709 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4712 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4715 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4716 int vertstring_length = 0;
4717 int geomstring_length = 0;
4718 int fragstring_length = 0;
4720 char *vertexstring, *geometrystring, *fragmentstring;
4721 char *vertstring, *geomstring, *fragstring;
4722 char permutationname[256];
4723 char cachename[256];
4728 p->vertexshader = NULL;
4729 p->pixelshader = NULL;
4731 permutationname[0] = 0;
4733 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4734 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4735 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4737 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4738 strlcat(cachename, "hlsl/", sizeof(cachename));
4740 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4741 vertstrings_count = 0;
4742 geomstrings_count = 0;
4743 fragstrings_count = 0;
4744 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4745 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4746 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4748 // the first pretext is which type of shader to compile as
4749 // (later these will all be bound together as a program object)
4750 vertstrings_count = 0;
4751 geomstrings_count = 0;
4752 fragstrings_count = 0;
4753 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4754 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4755 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4757 // the second pretext is the mode (for example a light source)
4758 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4759 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4760 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4761 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4762 strlcat(cachename, modeinfo->name, sizeof(cachename));
4764 // now add all the permutation pretexts
4765 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4767 if (permutation & (1<<i))
4769 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4770 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4771 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4772 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4773 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4777 // keep line numbers correct
4778 vertstrings_list[vertstrings_count++] = "\n";
4779 geomstrings_list[geomstrings_count++] = "\n";
4780 fragstrings_list[fragstrings_count++] = "\n";
4785 R_CompileShader_AddStaticParms(mode, permutation);
4787 // replace spaces in the cachename with _ characters
4788 for (i = 0;cachename[i];i++)
4789 if (cachename[i] == ' ')
4792 // now append the shader text itself
4793 vertstrings_list[vertstrings_count++] = vertexstring;
4794 geomstrings_list[geomstrings_count++] = geometrystring;
4795 fragstrings_list[fragstrings_count++] = fragmentstring;
4797 // if any sources were NULL, clear the respective list
4799 vertstrings_count = 0;
4800 if (!geometrystring)
4801 geomstrings_count = 0;
4802 if (!fragmentstring)
4803 fragstrings_count = 0;
4805 vertstring_length = 0;
4806 for (i = 0;i < vertstrings_count;i++)
4807 vertstring_length += strlen(vertstrings_list[i]);
4808 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4809 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4810 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4812 geomstring_length = 0;
4813 for (i = 0;i < geomstrings_count;i++)
4814 geomstring_length += strlen(geomstrings_list[i]);
4815 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4816 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4817 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4819 fragstring_length = 0;
4820 for (i = 0;i < fragstrings_count;i++)
4821 fragstring_length += strlen(fragstrings_list[i]);
4822 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4823 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4824 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4826 // try to load the cached shader, or generate one
4827 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4829 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4830 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4832 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4836 Mem_Free(vertstring);
4838 Mem_Free(geomstring);
4840 Mem_Free(fragstring);
4842 Mem_Free(vertexstring);
4844 Mem_Free(geometrystring);
4846 Mem_Free(fragmentstring);
4849 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4850 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4851 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4852 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4853 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4854 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4856 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4857 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4858 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4859 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4860 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4861 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4863 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4865 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4866 if (r_hlsl_permutation != perm)
4868 r_hlsl_permutation = perm;
4869 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4871 if (!r_hlsl_permutation->compiled)
4872 R_HLSL_CompilePermutation(perm, mode, permutation);
4873 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4875 // remove features until we find a valid permutation
4877 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4879 // reduce i more quickly whenever it would not remove any bits
4880 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4881 if (!(permutation & j))
4884 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4885 if (!r_hlsl_permutation->compiled)
4886 R_HLSL_CompilePermutation(perm, mode, permutation);
4887 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4890 if (i >= SHADERPERMUTATION_COUNT)
4892 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4893 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4894 return; // no bit left to clear, entire mode is broken
4898 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4899 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4901 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4902 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4903 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4907 void R_GLSL_Restart_f(void)
4909 unsigned int i, limit;
4910 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4911 Mem_Free(glslshaderstring);
4912 glslshaderstring = NULL;
4913 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4914 Mem_Free(cgshaderstring);
4915 cgshaderstring = NULL;
4916 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4917 Mem_Free(hlslshaderstring);
4918 hlslshaderstring = NULL;
4919 switch(vid.renderpath)
4921 case RENDERPATH_D3D9:
4924 r_hlsl_permutation_t *p;
4925 r_hlsl_permutation = NULL;
4926 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4927 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4928 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4929 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4930 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4931 for (i = 0;i < limit;i++)
4933 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4935 if (p->vertexshader)
4936 IDirect3DVertexShader9_Release(p->vertexshader);
4938 IDirect3DPixelShader9_Release(p->pixelshader);
4939 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4942 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4946 case RENDERPATH_D3D10:
4947 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4949 case RENDERPATH_D3D11:
4950 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4952 case RENDERPATH_GL20:
4954 r_glsl_permutation_t *p;
4955 r_glsl_permutation = NULL;
4956 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4957 for (i = 0;i < limit;i++)
4959 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4961 GL_Backend_FreeProgram(p->program);
4962 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4965 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4968 case RENDERPATH_CGGL:
4971 r_cg_permutation_t *p;
4972 r_cg_permutation = NULL;
4973 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4974 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4975 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4976 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4977 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4978 for (i = 0;i < limit;i++)
4980 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4983 cgDestroyProgram(p->vprogram);
4985 cgDestroyProgram(p->fprogram);
4986 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4989 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4993 case RENDERPATH_GL13:
4994 case RENDERPATH_GL11:
4999 void R_GLSL_DumpShader_f(void)
5004 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5007 FS_Print(file, "/* The engine may define the following macros:\n");
5008 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5009 for (i = 0;i < SHADERMODE_COUNT;i++)
5010 FS_Print(file, glslshadermodeinfo[i].pretext);
5011 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5012 FS_Print(file, shaderpermutationinfo[i].pretext);
5013 FS_Print(file, "*/\n");
5014 FS_Print(file, builtinshaderstring);
5016 Con_Printf("glsl/default.glsl written\n");
5019 Con_Printf("failed to write to glsl/default.glsl\n");
5022 file = FS_OpenRealFile("cg/default.cg", "w", false);
5025 FS_Print(file, "/* The engine may define the following macros:\n");
5026 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5027 for (i = 0;i < SHADERMODE_COUNT;i++)
5028 FS_Print(file, cgshadermodeinfo[i].pretext);
5029 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5030 FS_Print(file, shaderpermutationinfo[i].pretext);
5031 FS_Print(file, "*/\n");
5032 FS_Print(file, builtincgshaderstring);
5034 Con_Printf("cg/default.cg written\n");
5037 Con_Printf("failed to write to cg/default.cg\n");
5041 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5044 FS_Print(file, "/* The engine may define the following macros:\n");
5045 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5046 for (i = 0;i < SHADERMODE_COUNT;i++)
5047 FS_Print(file, hlslshadermodeinfo[i].pretext);
5048 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5049 FS_Print(file, shaderpermutationinfo[i].pretext);
5050 FS_Print(file, "*/\n");
5051 FS_Print(file, builtincgshaderstring);
5053 Con_Printf("hlsl/default.hlsl written\n");
5056 Con_Printf("failed to write to hlsl/default.hlsl\n");
5060 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5063 texturemode = GL_MODULATE;
5064 switch (vid.renderpath)
5066 case RENDERPATH_D3D9:
5068 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5069 R_Mesh_TexBind(GL20TU_FIRST , first );
5070 R_Mesh_TexBind(GL20TU_SECOND, second);
5073 case RENDERPATH_D3D10:
5074 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5076 case RENDERPATH_D3D11:
5077 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5079 case RENDERPATH_GL20:
5080 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))));
5081 R_Mesh_TexBind(GL20TU_FIRST , first );
5082 R_Mesh_TexBind(GL20TU_SECOND, second);
5084 case RENDERPATH_CGGL:
5087 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))));
5088 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5089 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5092 case RENDERPATH_GL13:
5093 R_Mesh_TexBind(0, first );
5094 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5095 R_Mesh_TexBind(1, second);
5097 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5099 case RENDERPATH_GL11:
5100 R_Mesh_TexBind(0, first );
5105 void R_SetupShader_DepthOrShadow(void)
5107 switch (vid.renderpath)
5109 case RENDERPATH_D3D9:
5111 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5114 case RENDERPATH_D3D10:
5115 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5117 case RENDERPATH_D3D11:
5118 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5120 case RENDERPATH_GL20:
5121 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5123 case RENDERPATH_CGGL:
5125 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5128 case RENDERPATH_GL13:
5129 R_Mesh_TexBind(0, 0);
5130 R_Mesh_TexBind(1, 0);
5132 case RENDERPATH_GL11:
5133 R_Mesh_TexBind(0, 0);
5138 void R_SetupShader_ShowDepth(void)
5140 switch (vid.renderpath)
5142 case RENDERPATH_D3D9:
5144 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5147 case RENDERPATH_D3D10:
5148 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5150 case RENDERPATH_D3D11:
5151 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5153 case RENDERPATH_GL20:
5154 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5156 case RENDERPATH_CGGL:
5158 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5161 case RENDERPATH_GL13:
5163 case RENDERPATH_GL11:
5168 extern qboolean r_shadow_usingdeferredprepass;
5169 extern cvar_t r_shadow_deferred_8bitrange;
5170 extern rtexture_t *r_shadow_attenuationgradienttexture;
5171 extern rtexture_t *r_shadow_attenuation2dtexture;
5172 extern rtexture_t *r_shadow_attenuation3dtexture;
5173 extern qboolean r_shadow_usingshadowmap2d;
5174 extern qboolean r_shadow_usingshadowmaportho;
5175 extern float r_shadow_shadowmap_texturescale[2];
5176 extern float r_shadow_shadowmap_parameters[4];
5177 extern qboolean r_shadow_shadowmapvsdct;
5178 extern qboolean r_shadow_shadowmapsampler;
5179 extern int r_shadow_shadowmappcf;
5180 extern rtexture_t *r_shadow_shadowmap2dtexture;
5181 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5182 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5183 extern matrix4x4_t r_shadow_shadowmapmatrix;
5184 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5185 extern int r_shadow_prepass_width;
5186 extern int r_shadow_prepass_height;
5187 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5188 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5189 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5190 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5191 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5192 extern cvar_t gl_mesh_separatearrays;
5193 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5195 // a blendfunc allows colormod if:
5196 // a) it can never keep the destination pixel invariant, or
5197 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5198 // this is to prevent unintended side effects from colormod
5201 // IF there is a (s, sa) for which for all (d, da),
5202 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5203 // THEN, for this (s, sa) and all (colormod, d, da):
5204 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5205 // OBVIOUSLY, this means that
5206 // s*colormod * src(s*colormod, d, sa, da) = 0
5207 // dst(s*colormod, d, sa, da) = 1
5209 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5211 // main condition to leave dst color invariant:
5212 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5214 // s * 0 + d * dst(s, d, sa, da) == d
5215 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5216 // => colormod is a problem for GL_SRC_COLOR only
5218 // s + d * dst(s, d, sa, da) == d
5220 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5221 // => colormod is never problematic for these
5222 // src == GL_SRC_COLOR:
5223 // s*s + d * dst(s, d, sa, da) == d
5225 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5226 // => colormod is never problematic for these
5227 // src == GL_ONE_MINUS_SRC_COLOR:
5228 // s*(1-s) + d * dst(s, d, sa, da) == d
5229 // => s == 0 or s == 1
5230 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5231 // => colormod is a problem for GL_SRC_COLOR only
5232 // src == GL_DST_COLOR
5233 // s*d + d * dst(s, d, sa, da) == d
5235 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5236 // => colormod is always a problem
5239 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5240 // => colormod is never problematic for these
5241 // => BUT, we do not know s! We must assume it is problematic
5242 // then... except in GL_ONE case, where we know all invariant
5244 // src == GL_ONE_MINUS_DST_COLOR
5245 // s*(1-d) + d * dst(s, d, sa, da) == d
5246 // => s == 0 (1-d is impossible to handle for our desired result)
5247 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5248 // => colormod is never problematic for these
5249 // src == GL_SRC_ALPHA
5250 // s*sa + d * dst(s, d, sa, da) == d
5251 // => s == 0, or sa == 0
5252 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5253 // => colormod breaks in the case GL_SRC_COLOR only
5254 // src == GL_ONE_MINUS_SRC_ALPHA
5255 // s*(1-sa) + d * dst(s, d, sa, da) == d
5256 // => s == 0, or sa == 1
5257 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5258 // => colormod breaks in the case GL_SRC_COLOR only
5259 // src == GL_DST_ALPHA
5260 // s*da + d * dst(s, d, sa, da) == d
5262 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5263 // => colormod is never problematic for these
5268 case GL_ONE_MINUS_SRC_COLOR:
5270 case GL_ONE_MINUS_SRC_ALPHA:
5271 if(dst == GL_SRC_COLOR)
5276 case GL_ONE_MINUS_DST_COLOR:
5278 case GL_ONE_MINUS_DST_ALPHA:
5288 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5290 // select a permutation of the lighting shader appropriate to this
5291 // combination of texture, entity, light source, and fogging, only use the
5292 // minimum features necessary to avoid wasting rendering time in the
5293 // fragment shader on features that are not being used
5294 unsigned int permutation = 0;
5295 unsigned int mode = 0;
5296 qboolean allow_colormod;
5297 static float dummy_colormod[3] = {1, 1, 1};
5298 float *colormod = rsurface.colormod;
5300 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5301 if (rsurfacepass == RSURFPASS_BACKGROUND)
5303 // distorted background
5304 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5306 mode = SHADERMODE_WATER;
5307 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5308 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5309 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5310 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5312 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5314 mode = SHADERMODE_REFRACTION;
5315 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5316 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5320 mode = SHADERMODE_GENERIC;
5321 permutation |= SHADERPERMUTATION_DIFFUSE;
5322 GL_BlendFunc(GL_ONE, GL_ZERO);
5323 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5325 GL_AlphaTest(false);
5327 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5329 if (r_glsl_offsetmapping.integer)
5331 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5332 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5333 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5334 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5335 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5337 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5338 if (r_glsl_offsetmapping_reliefmapping.integer)
5339 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5343 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5345 permutation |= SHADERPERMUTATION_ALPHAKILL;
5346 // normalmap (deferred prepass), may use alpha test on diffuse
5347 mode = SHADERMODE_DEFERREDGEOMETRY;
5348 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5349 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5350 GL_AlphaTest(false);
5351 GL_BlendFunc(GL_ONE, GL_ZERO);
5352 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5354 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5356 if (r_glsl_offsetmapping.integer)
5358 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5359 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5360 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5361 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5362 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5364 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5365 if (r_glsl_offsetmapping_reliefmapping.integer)
5366 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5369 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5370 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5372 mode = SHADERMODE_LIGHTSOURCE;
5373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5374 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5375 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5376 permutation |= SHADERPERMUTATION_CUBEFILTER;
5377 if (diffusescale > 0)
5378 permutation |= SHADERPERMUTATION_DIFFUSE;
5379 if (specularscale > 0)
5381 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5382 if (r_shadow_glossexact.integer)
5383 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5385 if (r_refdef.fogenabled)
5386 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5387 if (rsurface.texture->colormapping)
5388 permutation |= SHADERPERMUTATION_COLORMAPPING;
5389 if (r_shadow_usingshadowmap2d)
5391 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5392 if(r_shadow_shadowmapvsdct)
5393 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5395 if (r_shadow_shadowmapsampler)
5396 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5397 if (r_shadow_shadowmappcf > 1)
5398 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5399 else if (r_shadow_shadowmappcf)
5400 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5402 if (rsurface.texture->reflectmasktexture)
5403 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5404 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5405 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5406 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5408 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5410 if (r_glsl_offsetmapping.integer)
5412 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5413 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5414 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5415 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5416 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5418 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5419 if (r_glsl_offsetmapping_reliefmapping.integer)
5420 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5423 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5424 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5425 // unshaded geometry (fullbright or ambient model lighting)
5426 mode = SHADERMODE_FLATCOLOR;
5427 ambientscale = diffusescale = specularscale = 0;
5428 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5429 permutation |= SHADERPERMUTATION_GLOW;
5430 if (r_refdef.fogenabled)
5431 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5432 if (rsurface.texture->colormapping)
5433 permutation |= SHADERPERMUTATION_COLORMAPPING;
5434 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5436 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5437 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5439 if (r_shadow_shadowmapsampler)
5440 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5441 if (r_shadow_shadowmappcf > 1)
5442 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5443 else if (r_shadow_shadowmappcf)
5444 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5447 permutation |= SHADERPERMUTATION_REFLECTION;
5448 if (rsurface.texture->reflectmasktexture)
5449 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5450 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5451 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5452 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5454 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5456 if (r_glsl_offsetmapping.integer)
5458 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5459 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5460 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5461 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5462 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5464 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5465 if (r_glsl_offsetmapping_reliefmapping.integer)
5466 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5469 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5470 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5471 // directional model lighting
5472 mode = SHADERMODE_LIGHTDIRECTION;
5473 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5474 permutation |= SHADERPERMUTATION_GLOW;
5475 permutation |= SHADERPERMUTATION_DIFFUSE;
5476 if (specularscale > 0)
5478 permutation |= SHADERPERMUTATION_SPECULAR;
5479 if (r_shadow_glossexact.integer)
5480 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5482 if (r_refdef.fogenabled)
5483 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5484 if (rsurface.texture->colormapping)
5485 permutation |= SHADERPERMUTATION_COLORMAPPING;
5486 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5488 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5489 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5491 if (r_shadow_shadowmapsampler)
5492 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5493 if (r_shadow_shadowmappcf > 1)
5494 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5495 else if (r_shadow_shadowmappcf)
5496 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5498 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5499 permutation |= SHADERPERMUTATION_REFLECTION;
5500 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5501 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5502 if (rsurface.texture->reflectmasktexture)
5503 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5504 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5505 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5506 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5508 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5510 if (r_glsl_offsetmapping.integer)
5512 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5513 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5514 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5515 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5516 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5518 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5519 if (r_glsl_offsetmapping_reliefmapping.integer)
5520 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5523 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5524 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5525 // ambient model lighting
5526 mode = SHADERMODE_LIGHTDIRECTION;
5527 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5528 permutation |= SHADERPERMUTATION_GLOW;
5529 if (r_refdef.fogenabled)
5530 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5531 if (rsurface.texture->colormapping)
5532 permutation |= SHADERPERMUTATION_COLORMAPPING;
5533 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5535 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5536 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5538 if (r_shadow_shadowmapsampler)
5539 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5540 if (r_shadow_shadowmappcf > 1)
5541 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5542 else if (r_shadow_shadowmappcf)
5543 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5545 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5546 permutation |= SHADERPERMUTATION_REFLECTION;
5547 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5548 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5549 if (rsurface.texture->reflectmasktexture)
5550 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5551 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5552 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5553 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5557 if (r_glsl_offsetmapping.integer)
5559 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5560 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5561 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5562 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5563 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5565 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5566 if (r_glsl_offsetmapping_reliefmapping.integer)
5567 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5571 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5573 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5574 permutation |= SHADERPERMUTATION_GLOW;
5575 if (r_refdef.fogenabled)
5576 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5577 if (rsurface.texture->colormapping)
5578 permutation |= SHADERPERMUTATION_COLORMAPPING;
5579 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5581 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5582 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5584 if (r_shadow_shadowmapsampler)
5585 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5586 if (r_shadow_shadowmappcf > 1)
5587 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5588 else if (r_shadow_shadowmappcf)
5589 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5591 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5592 permutation |= SHADERPERMUTATION_REFLECTION;
5593 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5594 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5595 if (rsurface.texture->reflectmasktexture)
5596 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5597 if (FAKELIGHT_ENABLED)
5599 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5600 mode = SHADERMODE_FAKELIGHT;
5601 permutation |= SHADERPERMUTATION_DIFFUSE;
5602 if (specularscale > 0)
5604 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5605 if (r_shadow_glossexact.integer)
5606 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5609 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5611 // deluxemapping (light direction texture)
5612 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5613 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5615 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5616 permutation |= SHADERPERMUTATION_DIFFUSE;
5617 if (specularscale > 0)
5619 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5620 if (r_shadow_glossexact.integer)
5621 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5624 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5626 // fake deluxemapping (uniform light direction in tangentspace)
5627 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5628 permutation |= SHADERPERMUTATION_DIFFUSE;
5629 if (specularscale > 0)
5631 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5632 if (r_shadow_glossexact.integer)
5633 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5636 else if (rsurface.uselightmaptexture)
5638 // ordinary lightmapping (q1bsp, q3bsp)
5639 mode = SHADERMODE_LIGHTMAP;
5643 // ordinary vertex coloring (q3bsp)
5644 mode = SHADERMODE_VERTEXCOLOR;
5646 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5647 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5648 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5651 colormod = dummy_colormod;
5652 switch(vid.renderpath)
5654 case RENDERPATH_D3D9:
5656 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5657 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5658 R_SetupShader_SetPermutationHLSL(mode, permutation);
5659 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5660 if (mode == SHADERMODE_LIGHTSOURCE)
5662 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5663 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5667 if (mode == SHADERMODE_LIGHTDIRECTION)
5669 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5672 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5673 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5674 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5675 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5676 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5678 if (mode == SHADERMODE_LIGHTSOURCE)
5680 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5681 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5682 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5683 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5684 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5686 // additive passes are only darkened by fog, not tinted
5687 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5688 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5692 if (mode == SHADERMODE_FLATCOLOR)
5694 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5696 else if (mode == SHADERMODE_LIGHTDIRECTION)
5698 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5699 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5700 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5701 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5702 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5703 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5704 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5708 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5709 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5710 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5711 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5712 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5714 // additive passes are only darkened by fog, not tinted
5715 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5716 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5718 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5719 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5720 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5721 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5722 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5723 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5724 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5725 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5726 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5727 if (mode == SHADERMODE_WATER)
5728 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5730 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5731 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5732 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5733 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5734 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5735 if (rsurface.texture->pantstexture)
5736 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5738 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5739 if (rsurface.texture->shirttexture)
5740 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5742 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5743 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5744 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5745 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5746 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5747 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5748 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5749 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5751 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5752 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5753 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5754 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5755 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5756 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5757 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5758 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5759 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5760 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5761 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5762 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5763 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5764 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5765 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5766 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5767 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5768 if (rsurfacepass == RSURFPASS_BACKGROUND)
5770 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5771 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5772 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5776 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5778 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5779 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5780 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5781 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5782 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5784 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5785 if (rsurface.rtlight)
5787 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5788 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5793 case RENDERPATH_D3D10:
5794 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5796 case RENDERPATH_D3D11:
5797 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5799 case RENDERPATH_GL20:
5800 if (gl_mesh_separatearrays.integer)
5802 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5803 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5804 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5805 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5806 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5807 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5808 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5809 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5813 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5814 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5816 R_SetupShader_SetPermutationGLSL(mode, permutation);
5817 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5818 if (mode == SHADERMODE_LIGHTSOURCE)
5820 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5821 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5822 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5823 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5824 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5825 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);
5827 // additive passes are only darkened by fog, not tinted
5828 if (r_glsl_permutation->loc_FogColor >= 0)
5829 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5830 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5834 if (mode == SHADERMODE_FLATCOLOR)
5836 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5838 else if (mode == SHADERMODE_LIGHTDIRECTION)
5840 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5841 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5842 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);
5843 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5844 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);
5845 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]);
5846 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]);
5850 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5851 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]);
5852 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);
5853 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5854 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);
5856 // additive passes are only darkened by fog, not tinted
5857 if (r_glsl_permutation->loc_FogColor >= 0)
5859 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5860 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5862 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5864 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);
5865 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]);
5866 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]);
5867 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5868 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5869 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5870 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5871 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5872 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5874 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5875 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5876 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5877 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]);
5878 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]);
5880 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5881 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5882 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5883 if (r_glsl_permutation->loc_Color_Pants >= 0)
5885 if (rsurface.texture->pantstexture)
5886 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5888 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5890 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5892 if (rsurface.texture->shirttexture)
5893 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5895 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5897 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]);
5898 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5899 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5900 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5901 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5902 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]);
5903 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5905 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5906 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5907 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5908 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5909 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5910 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5911 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5912 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5913 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5914 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5915 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5916 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5917 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5918 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5919 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5920 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5921 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5922 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5923 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5924 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5925 if (rsurfacepass == RSURFPASS_BACKGROUND)
5927 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5928 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5929 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5933 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5935 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5936 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5937 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5938 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5939 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5941 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5942 if (rsurface.rtlight)
5944 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5945 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5950 case RENDERPATH_CGGL:
5952 if (gl_mesh_separatearrays.integer)
5954 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5955 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5956 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5957 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5958 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5959 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5960 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5961 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5965 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5966 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5968 R_SetupShader_SetPermutationCG(mode, permutation);
5969 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5970 if (mode == SHADERMODE_LIGHTSOURCE)
5972 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5973 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5977 if (mode == SHADERMODE_LIGHTDIRECTION)
5979 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
5982 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5983 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5984 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5985 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5986 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
5989 if (mode == SHADERMODE_LIGHTSOURCE)
5991 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5992 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5993 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5994 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5995 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
5997 // additive passes are only darkened by fog, not tinted
5998 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5999 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6003 if (mode == SHADERMODE_FLATCOLOR)
6005 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6007 else if (mode == SHADERMODE_LIGHTDIRECTION)
6009 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
6010 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
6011 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
6012 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6013 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
6014 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
6015 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
6019 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
6020 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
6021 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
6022 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6023 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
6025 // additive passes are only darkened by fog, not tinted
6026 if (r_cg_permutation->fp_FogColor)
6028 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6029 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6031 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6034 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
6035 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
6036 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
6037 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6038 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6039 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6040 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6041 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6042 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6044 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
6045 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
6046 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6047 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
6048 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6049 if (r_cg_permutation->fp_Color_Pants)
6051 if (rsurface.texture->pantstexture)
6052 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6054 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6057 if (r_cg_permutation->fp_Color_Shirt)
6059 if (rsurface.texture->shirttexture)
6060 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6062 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6065 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
6066 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6067 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6068 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6069 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6070 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
6071 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6073 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6074 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6075 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6076 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6077 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6078 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6079 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6080 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6081 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6082 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6083 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6084 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6085 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6086 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6087 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
6088 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6089 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6090 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6091 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6092 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6093 if (rsurfacepass == RSURFPASS_BACKGROUND)
6095 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6096 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6097 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6101 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6103 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6104 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6105 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6106 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6107 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6109 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6110 if (rsurface.rtlight)
6112 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6113 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6120 case RENDERPATH_GL13:
6121 case RENDERPATH_GL11:
6126 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6128 // select a permutation of the lighting shader appropriate to this
6129 // combination of texture, entity, light source, and fogging, only use the
6130 // minimum features necessary to avoid wasting rendering time in the
6131 // fragment shader on features that are not being used
6132 unsigned int permutation = 0;
6133 unsigned int mode = 0;
6134 const float *lightcolorbase = rtlight->currentcolor;
6135 float ambientscale = rtlight->ambientscale;
6136 float diffusescale = rtlight->diffusescale;
6137 float specularscale = rtlight->specularscale;
6138 // this is the location of the light in view space
6139 vec3_t viewlightorigin;
6140 // this transforms from view space (camera) to light space (cubemap)
6141 matrix4x4_t viewtolight;
6142 matrix4x4_t lighttoview;
6143 float viewtolight16f[16];
6144 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6146 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6147 if (rtlight->currentcubemap != r_texture_whitecube)
6148 permutation |= SHADERPERMUTATION_CUBEFILTER;
6149 if (diffusescale > 0)
6150 permutation |= SHADERPERMUTATION_DIFFUSE;
6151 if (specularscale > 0)
6153 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6154 if (r_shadow_glossexact.integer)
6155 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6157 if (r_shadow_usingshadowmap2d)
6159 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6160 if (r_shadow_shadowmapvsdct)
6161 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6163 if (r_shadow_shadowmapsampler)
6164 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6165 if (r_shadow_shadowmappcf > 1)
6166 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6167 else if (r_shadow_shadowmappcf)
6168 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6170 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6171 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6172 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6173 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6174 switch(vid.renderpath)
6176 case RENDERPATH_D3D9:
6178 R_SetupShader_SetPermutationHLSL(mode, permutation);
6179 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6180 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6181 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6182 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6183 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6184 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6185 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6186 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6187 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6188 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6190 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6191 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6192 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6193 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6194 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6195 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6198 case RENDERPATH_D3D10:
6199 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6201 case RENDERPATH_D3D11:
6202 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6204 case RENDERPATH_GL20:
6205 R_SetupShader_SetPermutationGLSL(mode, permutation);
6206 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6207 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6208 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);
6209 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);
6210 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);
6211 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]);
6212 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]);
6213 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));
6214 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]);
6215 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6217 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6218 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6219 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6220 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6221 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6222 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6224 case RENDERPATH_CGGL:
6226 R_SetupShader_SetPermutationCG(mode, permutation);
6227 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6228 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6229 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
6230 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
6231 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
6232 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
6233 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
6234 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
6235 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
6236 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6238 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6239 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6240 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6241 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6242 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6243 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6246 case RENDERPATH_GL13:
6247 case RENDERPATH_GL11:
6252 #define SKINFRAME_HASH 1024
6256 int loadsequence; // incremented each level change
6257 memexpandablearray_t array;
6258 skinframe_t *hash[SKINFRAME_HASH];
6261 r_skinframe_t r_skinframe;
6263 void R_SkinFrame_PrepareForPurge(void)
6265 r_skinframe.loadsequence++;
6266 // wrap it without hitting zero
6267 if (r_skinframe.loadsequence >= 200)
6268 r_skinframe.loadsequence = 1;
6271 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6275 // mark the skinframe as used for the purging code
6276 skinframe->loadsequence = r_skinframe.loadsequence;
6279 void R_SkinFrame_Purge(void)
6283 for (i = 0;i < SKINFRAME_HASH;i++)
6285 for (s = r_skinframe.hash[i];s;s = s->next)
6287 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6289 if (s->merged == s->base)
6291 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6292 R_PurgeTexture(s->stain );s->stain = NULL;
6293 R_PurgeTexture(s->merged);s->merged = NULL;
6294 R_PurgeTexture(s->base );s->base = NULL;
6295 R_PurgeTexture(s->pants );s->pants = NULL;
6296 R_PurgeTexture(s->shirt );s->shirt = NULL;
6297 R_PurgeTexture(s->nmap );s->nmap = NULL;
6298 R_PurgeTexture(s->gloss );s->gloss = NULL;
6299 R_PurgeTexture(s->glow );s->glow = NULL;
6300 R_PurgeTexture(s->fog );s->fog = NULL;
6301 R_PurgeTexture(s->reflect);s->reflect = NULL;
6302 s->loadsequence = 0;
6308 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6310 char basename[MAX_QPATH];
6312 Image_StripImageExtension(name, basename, sizeof(basename));
6314 if( last == NULL ) {
6316 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6317 item = r_skinframe.hash[hashindex];
6322 // linearly search through the hash bucket
6323 for( ; item ; item = item->next ) {
6324 if( !strcmp( item->basename, basename ) ) {
6331 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6335 char basename[MAX_QPATH];
6337 Image_StripImageExtension(name, basename, sizeof(basename));
6339 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6340 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6341 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6345 rtexture_t *dyntexture;
6346 // check whether its a dynamic texture
6347 dyntexture = CL_GetDynTexture( basename );
6348 if (!add && !dyntexture)
6350 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6351 memset(item, 0, sizeof(*item));
6352 strlcpy(item->basename, basename, sizeof(item->basename));
6353 item->base = dyntexture; // either NULL or dyntexture handle
6354 item->textureflags = textureflags;
6355 item->comparewidth = comparewidth;
6356 item->compareheight = compareheight;
6357 item->comparecrc = comparecrc;
6358 item->next = r_skinframe.hash[hashindex];
6359 r_skinframe.hash[hashindex] = item;
6361 else if( item->base == NULL )
6363 rtexture_t *dyntexture;
6364 // check whether its a dynamic texture
6365 // 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]
6366 dyntexture = CL_GetDynTexture( basename );
6367 item->base = dyntexture; // either NULL or dyntexture handle
6370 R_SkinFrame_MarkUsed(item);
6374 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6376 unsigned long long avgcolor[5], wsum; \
6384 for(pix = 0; pix < cnt; ++pix) \
6387 for(comp = 0; comp < 3; ++comp) \
6389 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6392 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6394 for(comp = 0; comp < 3; ++comp) \
6395 avgcolor[comp] += getpixel * w; \
6398 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6399 avgcolor[4] += getpixel; \
6401 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6403 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6404 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6405 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6406 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6409 extern cvar_t gl_picmip;
6410 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6413 unsigned char *pixels;
6414 unsigned char *bumppixels;
6415 unsigned char *basepixels = NULL;
6416 int basepixels_width = 0;
6417 int basepixels_height = 0;
6418 skinframe_t *skinframe;
6419 rtexture_t *ddsbase = NULL;
6420 qboolean ddshasalpha = false;
6421 float ddsavgcolor[4];
6422 char basename[MAX_QPATH];
6423 int miplevel = R_PicmipForFlags(textureflags);
6424 int savemiplevel = miplevel;
6427 if (cls.state == ca_dedicated)
6430 // return an existing skinframe if already loaded
6431 // if loading of the first image fails, don't make a new skinframe as it
6432 // would cause all future lookups of this to be missing
6433 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6434 if (skinframe && skinframe->base)
6437 Image_StripImageExtension(name, basename, sizeof(basename));
6439 // check for DDS texture file first
6440 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6442 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6443 if (basepixels == NULL)
6447 // FIXME handle miplevel
6449 if (developer_loading.integer)
6450 Con_Printf("loading skin \"%s\"\n", name);
6452 // we've got some pixels to store, so really allocate this new texture now
6454 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6455 skinframe->stain = NULL;
6456 skinframe->merged = NULL;
6457 skinframe->base = NULL;
6458 skinframe->pants = NULL;
6459 skinframe->shirt = NULL;
6460 skinframe->nmap = NULL;
6461 skinframe->gloss = NULL;
6462 skinframe->glow = NULL;
6463 skinframe->fog = NULL;
6464 skinframe->reflect = NULL;
6465 skinframe->hasalpha = false;
6469 skinframe->base = ddsbase;
6470 skinframe->hasalpha = ddshasalpha;
6471 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6472 if (r_loadfog && skinframe->hasalpha)
6473 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6474 //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]);
6478 basepixels_width = image_width;
6479 basepixels_height = image_height;
6480 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6481 if (textureflags & TEXF_ALPHA)
6483 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6485 if (basepixels[j] < 255)
6487 skinframe->hasalpha = true;
6491 if (r_loadfog && skinframe->hasalpha)
6493 // has transparent pixels
6494 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6495 for (j = 0;j < image_width * image_height * 4;j += 4)
6500 pixels[j+3] = basepixels[j+3];
6502 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6506 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6507 //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]);
6508 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6509 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6510 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6511 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6516 mymiplevel = savemiplevel;
6517 if (r_loadnormalmap)
6518 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6519 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6521 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6522 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6523 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6524 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6527 // _norm is the name used by tenebrae and has been adopted as standard
6528 if (r_loadnormalmap && skinframe->nmap == NULL)
6530 mymiplevel = savemiplevel;
6531 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6533 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6537 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6539 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6540 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6541 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6543 Mem_Free(bumppixels);
6545 else if (r_shadow_bumpscale_basetexture.value > 0)
6547 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6548 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6549 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6552 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6553 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6556 // _luma is supported only for tenebrae compatibility
6557 // _glow is the preferred name
6558 mymiplevel = savemiplevel;
6559 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6561 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6562 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6563 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6564 Mem_Free(pixels);pixels = NULL;
6567 mymiplevel = savemiplevel;
6568 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6570 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6571 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6572 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6577 mymiplevel = savemiplevel;
6578 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6580 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6581 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6582 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6587 mymiplevel = savemiplevel;
6588 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6590 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6591 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6592 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6597 mymiplevel = savemiplevel;
6598 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6600 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6601 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6602 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6608 Mem_Free(basepixels);
6613 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6614 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6617 unsigned char *temp1, *temp2;
6618 skinframe_t *skinframe;
6620 if (cls.state == ca_dedicated)
6623 // if already loaded just return it, otherwise make a new skinframe
6624 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6625 if (skinframe && skinframe->base)
6628 skinframe->stain = NULL;
6629 skinframe->merged = NULL;
6630 skinframe->base = NULL;
6631 skinframe->pants = NULL;
6632 skinframe->shirt = NULL;
6633 skinframe->nmap = NULL;
6634 skinframe->gloss = NULL;
6635 skinframe->glow = NULL;
6636 skinframe->fog = NULL;
6637 skinframe->reflect = NULL;
6638 skinframe->hasalpha = false;
6640 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6644 if (developer_loading.integer)
6645 Con_Printf("loading 32bit skin \"%s\"\n", name);
6647 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6649 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6650 temp2 = temp1 + width * height * 4;
6651 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6652 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6655 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6656 if (textureflags & TEXF_ALPHA)
6658 for (i = 3;i < width * height * 4;i += 4)
6660 if (skindata[i] < 255)
6662 skinframe->hasalpha = true;
6666 if (r_loadfog && skinframe->hasalpha)
6668 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6669 memcpy(fogpixels, skindata, width * height * 4);
6670 for (i = 0;i < width * height * 4;i += 4)
6671 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6672 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6673 Mem_Free(fogpixels);
6677 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6678 //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]);
6683 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6687 skinframe_t *skinframe;
6689 if (cls.state == ca_dedicated)
6692 // if already loaded just return it, otherwise make a new skinframe
6693 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6694 if (skinframe && skinframe->base)
6697 skinframe->stain = NULL;
6698 skinframe->merged = NULL;
6699 skinframe->base = NULL;
6700 skinframe->pants = NULL;
6701 skinframe->shirt = NULL;
6702 skinframe->nmap = NULL;
6703 skinframe->gloss = NULL;
6704 skinframe->glow = NULL;
6705 skinframe->fog = NULL;
6706 skinframe->reflect = NULL;
6707 skinframe->hasalpha = false;
6709 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6713 if (developer_loading.integer)
6714 Con_Printf("loading quake skin \"%s\"\n", name);
6716 // 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)
6717 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6718 memcpy(skinframe->qpixels, skindata, width*height);
6719 skinframe->qwidth = width;
6720 skinframe->qheight = height;
6723 for (i = 0;i < width * height;i++)
6724 featuresmask |= palette_featureflags[skindata[i]];
6726 skinframe->hasalpha = false;
6727 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6728 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6729 skinframe->qgeneratemerged = true;
6730 skinframe->qgeneratebase = skinframe->qhascolormapping;
6731 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6733 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6734 //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]);
6739 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6743 unsigned char *skindata;
6745 if (!skinframe->qpixels)
6748 if (!skinframe->qhascolormapping)
6749 colormapped = false;
6753 if (!skinframe->qgeneratebase)
6758 if (!skinframe->qgeneratemerged)
6762 width = skinframe->qwidth;
6763 height = skinframe->qheight;
6764 skindata = skinframe->qpixels;
6766 if (skinframe->qgeneratenmap)
6768 unsigned char *temp1, *temp2;
6769 skinframe->qgeneratenmap = false;
6770 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6771 temp2 = temp1 + width * height * 4;
6772 // use either a custom palette or the quake palette
6773 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6774 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6775 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6779 if (skinframe->qgenerateglow)
6781 skinframe->qgenerateglow = false;
6782 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6787 skinframe->qgeneratebase = false;
6788 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6789 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6790 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6794 skinframe->qgeneratemerged = false;
6795 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6798 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6800 Mem_Free(skinframe->qpixels);
6801 skinframe->qpixels = NULL;
6805 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)
6808 skinframe_t *skinframe;
6810 if (cls.state == ca_dedicated)
6813 // if already loaded just return it, otherwise make a new skinframe
6814 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6815 if (skinframe && skinframe->base)
6818 skinframe->stain = NULL;
6819 skinframe->merged = NULL;
6820 skinframe->base = NULL;
6821 skinframe->pants = NULL;
6822 skinframe->shirt = NULL;
6823 skinframe->nmap = NULL;
6824 skinframe->gloss = NULL;
6825 skinframe->glow = NULL;
6826 skinframe->fog = NULL;
6827 skinframe->reflect = NULL;
6828 skinframe->hasalpha = false;
6830 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6834 if (developer_loading.integer)
6835 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6837 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6838 if (textureflags & TEXF_ALPHA)
6840 for (i = 0;i < width * height;i++)
6842 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6844 skinframe->hasalpha = true;
6848 if (r_loadfog && skinframe->hasalpha)
6849 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6852 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6853 //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]);
6858 skinframe_t *R_SkinFrame_LoadMissing(void)
6860 skinframe_t *skinframe;
6862 if (cls.state == ca_dedicated)
6865 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6866 skinframe->stain = NULL;
6867 skinframe->merged = NULL;
6868 skinframe->base = NULL;
6869 skinframe->pants = NULL;
6870 skinframe->shirt = NULL;
6871 skinframe->nmap = NULL;
6872 skinframe->gloss = NULL;
6873 skinframe->glow = NULL;
6874 skinframe->fog = NULL;
6875 skinframe->reflect = NULL;
6876 skinframe->hasalpha = false;
6878 skinframe->avgcolor[0] = rand() / RAND_MAX;
6879 skinframe->avgcolor[1] = rand() / RAND_MAX;
6880 skinframe->avgcolor[2] = rand() / RAND_MAX;
6881 skinframe->avgcolor[3] = 1;
6886 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6887 typedef struct suffixinfo_s
6890 qboolean flipx, flipy, flipdiagonal;
6893 static suffixinfo_t suffix[3][6] =
6896 {"px", false, false, false},
6897 {"nx", false, false, false},
6898 {"py", false, false, false},
6899 {"ny", false, false, false},
6900 {"pz", false, false, false},
6901 {"nz", false, false, false}
6904 {"posx", false, false, false},
6905 {"negx", false, false, false},
6906 {"posy", false, false, false},
6907 {"negy", false, false, false},
6908 {"posz", false, false, false},
6909 {"negz", false, false, false}
6912 {"rt", true, false, true},
6913 {"lf", false, true, true},
6914 {"ft", true, true, false},
6915 {"bk", false, false, false},
6916 {"up", true, false, true},
6917 {"dn", true, false, true}
6921 static int componentorder[4] = {0, 1, 2, 3};
6923 rtexture_t *R_LoadCubemap(const char *basename)
6925 int i, j, cubemapsize;
6926 unsigned char *cubemappixels, *image_buffer;
6927 rtexture_t *cubemaptexture;
6929 // must start 0 so the first loadimagepixels has no requested width/height
6931 cubemappixels = NULL;
6932 cubemaptexture = NULL;
6933 // keep trying different suffix groups (posx, px, rt) until one loads
6934 for (j = 0;j < 3 && !cubemappixels;j++)
6936 // load the 6 images in the suffix group
6937 for (i = 0;i < 6;i++)
6939 // generate an image name based on the base and and suffix
6940 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6942 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6944 // an image loaded, make sure width and height are equal
6945 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6947 // if this is the first image to load successfully, allocate the cubemap memory
6948 if (!cubemappixels && image_width >= 1)
6950 cubemapsize = image_width;
6951 // note this clears to black, so unavailable sides are black
6952 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6954 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6956 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);
6959 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6961 Mem_Free(image_buffer);
6965 // if a cubemap loaded, upload it
6968 if (developer_loading.integer)
6969 Con_Printf("loading cubemap \"%s\"\n", basename);
6971 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6972 Mem_Free(cubemappixels);
6976 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6977 if (developer_loading.integer)
6979 Con_Printf("(tried tried images ");
6980 for (j = 0;j < 3;j++)
6981 for (i = 0;i < 6;i++)
6982 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6983 Con_Print(" and was unable to find any of them).\n");
6986 return cubemaptexture;
6989 rtexture_t *R_GetCubemap(const char *basename)
6992 for (i = 0;i < r_texture_numcubemaps;i++)
6993 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6994 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6995 if (i >= MAX_CUBEMAPS)
6996 return r_texture_whitecube;
6997 r_texture_numcubemaps++;
6998 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6999 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7000 return r_texture_cubemaps[i].texture;
7003 void R_FreeCubemaps(void)
7006 for (i = 0;i < r_texture_numcubemaps;i++)
7008 if (developer_loading.integer)
7009 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7010 if (r_texture_cubemaps[i].texture)
7011 R_FreeTexture(r_texture_cubemaps[i].texture);
7013 r_texture_numcubemaps = 0;
7016 void R_Main_FreeViewCache(void)
7018 if (r_refdef.viewcache.entityvisible)
7019 Mem_Free(r_refdef.viewcache.entityvisible);
7020 if (r_refdef.viewcache.world_pvsbits)
7021 Mem_Free(r_refdef.viewcache.world_pvsbits);
7022 if (r_refdef.viewcache.world_leafvisible)
7023 Mem_Free(r_refdef.viewcache.world_leafvisible);
7024 if (r_refdef.viewcache.world_surfacevisible)
7025 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7026 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7029 void R_Main_ResizeViewCache(void)
7031 int numentities = r_refdef.scene.numentities;
7032 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7033 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7034 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7035 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7036 if (r_refdef.viewcache.maxentities < numentities)
7038 r_refdef.viewcache.maxentities = numentities;
7039 if (r_refdef.viewcache.entityvisible)
7040 Mem_Free(r_refdef.viewcache.entityvisible);
7041 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7043 if (r_refdef.viewcache.world_numclusters != numclusters)
7045 r_refdef.viewcache.world_numclusters = numclusters;
7046 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7047 if (r_refdef.viewcache.world_pvsbits)
7048 Mem_Free(r_refdef.viewcache.world_pvsbits);
7049 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7051 if (r_refdef.viewcache.world_numleafs != numleafs)
7053 r_refdef.viewcache.world_numleafs = numleafs;
7054 if (r_refdef.viewcache.world_leafvisible)
7055 Mem_Free(r_refdef.viewcache.world_leafvisible);
7056 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7058 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7060 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7061 if (r_refdef.viewcache.world_surfacevisible)
7062 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7063 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7067 extern rtexture_t *loadingscreentexture;
7068 void gl_main_start(void)
7070 loadingscreentexture = NULL;
7071 r_texture_blanknormalmap = NULL;
7072 r_texture_white = NULL;
7073 r_texture_grey128 = NULL;
7074 r_texture_black = NULL;
7075 r_texture_whitecube = NULL;
7076 r_texture_normalizationcube = NULL;
7077 r_texture_fogattenuation = NULL;
7078 r_texture_fogheighttexture = NULL;
7079 r_texture_gammaramps = NULL;
7080 r_texture_numcubemaps = 0;
7082 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7083 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7085 switch(vid.renderpath)
7087 case RENDERPATH_GL20:
7088 case RENDERPATH_CGGL:
7089 case RENDERPATH_D3D9:
7090 case RENDERPATH_D3D10:
7091 case RENDERPATH_D3D11:
7092 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7093 Cvar_SetValueQuick(&gl_combine, 1);
7094 Cvar_SetValueQuick(&r_glsl, 1);
7095 r_loadnormalmap = true;
7099 case RENDERPATH_GL13:
7100 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7101 Cvar_SetValueQuick(&gl_combine, 1);
7102 Cvar_SetValueQuick(&r_glsl, 0);
7103 r_loadnormalmap = false;
7104 r_loadgloss = false;
7107 case RENDERPATH_GL11:
7108 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7109 Cvar_SetValueQuick(&gl_combine, 0);
7110 Cvar_SetValueQuick(&r_glsl, 0);
7111 r_loadnormalmap = false;
7112 r_loadgloss = false;
7118 R_FrameData_Reset();
7122 memset(r_queries, 0, sizeof(r_queries));
7124 r_qwskincache = NULL;
7125 r_qwskincache_size = 0;
7127 // set up r_skinframe loading system for textures
7128 memset(&r_skinframe, 0, sizeof(r_skinframe));
7129 r_skinframe.loadsequence = 1;
7130 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7132 r_main_texturepool = R_AllocTexturePool();
7133 R_BuildBlankTextures();
7135 if (vid.support.arb_texture_cube_map)
7138 R_BuildNormalizationCube();
7140 r_texture_fogattenuation = NULL;
7141 r_texture_fogheighttexture = NULL;
7142 r_texture_gammaramps = NULL;
7143 //r_texture_fogintensity = NULL;
7144 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7145 memset(&r_waterstate, 0, sizeof(r_waterstate));
7146 r_glsl_permutation = NULL;
7147 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7148 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7149 glslshaderstring = NULL;
7151 r_cg_permutation = NULL;
7152 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7153 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7154 cgshaderstring = NULL;
7157 r_hlsl_permutation = NULL;
7158 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7159 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7160 hlslshaderstring = NULL;
7162 memset(&r_svbsp, 0, sizeof (r_svbsp));
7164 r_refdef.fogmasktable_density = 0;
7167 void gl_main_shutdown(void)
7170 R_FrameData_Reset();
7172 R_Main_FreeViewCache();
7174 switch(vid.renderpath)
7176 case RENDERPATH_GL11:
7177 case RENDERPATH_GL13:
7178 case RENDERPATH_GL20:
7179 case RENDERPATH_CGGL:
7181 qglDeleteQueriesARB(r_maxqueries, r_queries);
7183 case RENDERPATH_D3D9:
7184 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7186 case RENDERPATH_D3D10:
7187 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7189 case RENDERPATH_D3D11:
7190 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7196 memset(r_queries, 0, sizeof(r_queries));
7198 r_qwskincache = NULL;
7199 r_qwskincache_size = 0;
7201 // clear out the r_skinframe state
7202 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7203 memset(&r_skinframe, 0, sizeof(r_skinframe));
7206 Mem_Free(r_svbsp.nodes);
7207 memset(&r_svbsp, 0, sizeof (r_svbsp));
7208 R_FreeTexturePool(&r_main_texturepool);
7209 loadingscreentexture = NULL;
7210 r_texture_blanknormalmap = NULL;
7211 r_texture_white = NULL;
7212 r_texture_grey128 = NULL;
7213 r_texture_black = NULL;
7214 r_texture_whitecube = NULL;
7215 r_texture_normalizationcube = NULL;
7216 r_texture_fogattenuation = NULL;
7217 r_texture_fogheighttexture = NULL;
7218 r_texture_gammaramps = NULL;
7219 r_texture_numcubemaps = 0;
7220 //r_texture_fogintensity = NULL;
7221 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7222 memset(&r_waterstate, 0, sizeof(r_waterstate));
7226 extern void CL_ParseEntityLump(char *entitystring);
7227 void gl_main_newmap(void)
7229 // FIXME: move this code to client
7230 char *entities, entname[MAX_QPATH];
7232 Mem_Free(r_qwskincache);
7233 r_qwskincache = NULL;
7234 r_qwskincache_size = 0;
7237 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7238 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7240 CL_ParseEntityLump(entities);
7244 if (cl.worldmodel->brush.entities)
7245 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7247 R_Main_FreeViewCache();
7249 R_FrameData_Reset();
7252 void GL_Main_Init(void)
7254 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7256 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7257 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7258 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7259 if (gamemode == GAME_NEHAHRA)
7261 Cvar_RegisterVariable (&gl_fogenable);
7262 Cvar_RegisterVariable (&gl_fogdensity);
7263 Cvar_RegisterVariable (&gl_fogred);
7264 Cvar_RegisterVariable (&gl_foggreen);
7265 Cvar_RegisterVariable (&gl_fogblue);
7266 Cvar_RegisterVariable (&gl_fogstart);
7267 Cvar_RegisterVariable (&gl_fogend);
7268 Cvar_RegisterVariable (&gl_skyclip);
7270 Cvar_RegisterVariable(&r_motionblur);
7271 Cvar_RegisterVariable(&r_motionblur_maxblur);
7272 Cvar_RegisterVariable(&r_motionblur_bmin);
7273 Cvar_RegisterVariable(&r_motionblur_vmin);
7274 Cvar_RegisterVariable(&r_motionblur_vmax);
7275 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7276 Cvar_RegisterVariable(&r_motionblur_randomize);
7277 Cvar_RegisterVariable(&r_damageblur);
7278 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7279 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7280 Cvar_RegisterVariable(&r_equalize_entities_by);
7281 Cvar_RegisterVariable(&r_equalize_entities_to);
7282 Cvar_RegisterVariable(&r_depthfirst);
7283 Cvar_RegisterVariable(&r_useinfinitefarclip);
7284 Cvar_RegisterVariable(&r_farclip_base);
7285 Cvar_RegisterVariable(&r_farclip_world);
7286 Cvar_RegisterVariable(&r_nearclip);
7287 Cvar_RegisterVariable(&r_showbboxes);
7288 Cvar_RegisterVariable(&r_showsurfaces);
7289 Cvar_RegisterVariable(&r_showtris);
7290 Cvar_RegisterVariable(&r_shownormals);
7291 Cvar_RegisterVariable(&r_showlighting);
7292 Cvar_RegisterVariable(&r_showshadowvolumes);
7293 Cvar_RegisterVariable(&r_showcollisionbrushes);
7294 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7295 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7296 Cvar_RegisterVariable(&r_showdisabledepthtest);
7297 Cvar_RegisterVariable(&r_drawportals);
7298 Cvar_RegisterVariable(&r_drawentities);
7299 Cvar_RegisterVariable(&r_draw2d);
7300 Cvar_RegisterVariable(&r_drawworld);
7301 Cvar_RegisterVariable(&r_cullentities_trace);
7302 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7303 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7304 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7305 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7306 Cvar_RegisterVariable(&r_drawviewmodel);
7307 Cvar_RegisterVariable(&r_drawexteriormodel);
7308 Cvar_RegisterVariable(&r_speeds);
7309 Cvar_RegisterVariable(&r_fullbrights);
7310 Cvar_RegisterVariable(&r_wateralpha);
7311 Cvar_RegisterVariable(&r_dynamic);
7312 Cvar_RegisterVariable(&r_fakelight);
7313 Cvar_RegisterVariable(&r_fakelight_intensity);
7314 Cvar_RegisterVariable(&r_fullbright);
7315 Cvar_RegisterVariable(&r_shadows);
7316 Cvar_RegisterVariable(&r_shadows_darken);
7317 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7318 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7319 Cvar_RegisterVariable(&r_shadows_throwdistance);
7320 Cvar_RegisterVariable(&r_shadows_throwdirection);
7321 Cvar_RegisterVariable(&r_shadows_focus);
7322 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7323 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7324 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7325 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7326 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7327 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7328 Cvar_RegisterVariable(&r_fog_exp2);
7329 Cvar_RegisterVariable(&r_drawfog);
7330 Cvar_RegisterVariable(&r_transparentdepthmasking);
7331 Cvar_RegisterVariable(&r_texture_dds_load);
7332 Cvar_RegisterVariable(&r_texture_dds_save);
7333 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7334 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7335 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7336 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7337 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7338 Cvar_RegisterVariable(&r_textureunits);
7339 Cvar_RegisterVariable(&gl_combine);
7340 Cvar_RegisterVariable(&r_glsl);
7341 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7342 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7343 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7344 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7345 Cvar_RegisterVariable(&r_glsl_postprocess);
7346 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7347 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7348 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7350 Cvar_RegisterVariable(&r_water);
7351 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7352 Cvar_RegisterVariable(&r_water_clippingplanebias);
7353 Cvar_RegisterVariable(&r_water_refractdistort);
7354 Cvar_RegisterVariable(&r_water_reflectdistort);
7355 Cvar_RegisterVariable(&r_water_scissormode);
7356 Cvar_RegisterVariable(&r_lerpsprites);
7357 Cvar_RegisterVariable(&r_lerpmodels);
7358 Cvar_RegisterVariable(&r_lerplightstyles);
7359 Cvar_RegisterVariable(&r_waterscroll);
7360 Cvar_RegisterVariable(&r_bloom);
7361 Cvar_RegisterVariable(&r_bloom_colorscale);
7362 Cvar_RegisterVariable(&r_bloom_brighten);
7363 Cvar_RegisterVariable(&r_bloom_blur);
7364 Cvar_RegisterVariable(&r_bloom_resolution);
7365 Cvar_RegisterVariable(&r_bloom_colorexponent);
7366 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7367 Cvar_RegisterVariable(&r_hdr);
7368 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7369 Cvar_RegisterVariable(&r_hdr_glowintensity);
7370 Cvar_RegisterVariable(&r_hdr_range);
7371 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7372 Cvar_RegisterVariable(&developer_texturelogging);
7373 Cvar_RegisterVariable(&gl_lightmaps);
7374 Cvar_RegisterVariable(&r_test);
7375 Cvar_RegisterVariable(&r_glsl_saturation);
7376 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7377 Cvar_RegisterVariable(&r_framedatasize);
7378 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7379 Cvar_SetValue("r_fullbrights", 0);
7380 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7382 Cvar_RegisterVariable(&r_track_sprites);
7383 Cvar_RegisterVariable(&r_track_sprites_flags);
7384 Cvar_RegisterVariable(&r_track_sprites_scalew);
7385 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7386 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7387 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7390 extern void R_Textures_Init(void);
7391 extern void GL_Draw_Init(void);
7392 extern void GL_Main_Init(void);
7393 extern void R_Shadow_Init(void);
7394 extern void R_Sky_Init(void);
7395 extern void GL_Surf_Init(void);
7396 extern void R_Particles_Init(void);
7397 extern void R_Explosion_Init(void);
7398 extern void gl_backend_init(void);
7399 extern void Sbar_Init(void);
7400 extern void R_LightningBeams_Init(void);
7401 extern void Mod_RenderInit(void);
7402 extern void Font_Init(void);
7404 void Render_Init(void)
7417 R_LightningBeams_Init();
7426 extern char *ENGINE_EXTENSIONS;
7429 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7430 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7431 gl_version = (const char *)qglGetString(GL_VERSION);
7432 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7436 if (!gl_platformextensions)
7437 gl_platformextensions = "";
7439 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7440 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7441 Con_Printf("GL_VERSION: %s\n", gl_version);
7442 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7443 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7445 VID_CheckExtensions();
7447 // LordHavoc: report supported extensions
7448 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7450 // clear to black (loading plaque will be seen over this)
7451 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7454 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7458 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7460 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7463 p = r_refdef.view.frustum + i;
7468 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7472 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7476 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7480 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7484 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7488 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7492 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7496 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7504 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7508 for (i = 0;i < numplanes;i++)
7515 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7519 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7523 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7527 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7531 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7535 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7539 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7543 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7551 //==================================================================================
7553 // LordHavoc: this stores temporary data used within the same frame
7555 qboolean r_framedata_failed;
7556 static size_t r_framedata_size;
7557 static size_t r_framedata_current;
7558 static void *r_framedata_base;
7560 void R_FrameData_Reset(void)
7562 if (r_framedata_base)
7563 Mem_Free(r_framedata_base);
7564 r_framedata_base = NULL;
7565 r_framedata_size = 0;
7566 r_framedata_current = 0;
7567 r_framedata_failed = false;
7570 void R_FrameData_NewFrame(void)
7573 if (r_framedata_failed)
7574 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7575 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7576 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7577 if (r_framedata_size != wantedsize)
7579 r_framedata_size = wantedsize;
7580 if (r_framedata_base)
7581 Mem_Free(r_framedata_base);
7582 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7584 r_framedata_current = 0;
7585 r_framedata_failed = false;
7588 void *R_FrameData_Alloc(size_t size)
7592 // align to 16 byte boundary
7593 size = (size + 15) & ~15;
7594 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7595 r_framedata_current += size;
7598 if (r_framedata_current > r_framedata_size)
7599 r_framedata_failed = true;
7601 // return NULL on everything after a failure
7602 if (r_framedata_failed)
7608 void *R_FrameData_Store(size_t size, void *data)
7610 void *d = R_FrameData_Alloc(size);
7612 memcpy(d, data, size);
7616 //==================================================================================
7618 // LordHavoc: animcache originally written by Echon, rewritten since then
7621 * Animation cache prevents re-generating mesh data for an animated model
7622 * multiple times in one frame for lighting, shadowing, reflections, etc.
7625 void R_AnimCache_Free(void)
7629 void R_AnimCache_ClearCache(void)
7632 entity_render_t *ent;
7634 for (i = 0;i < r_refdef.scene.numentities;i++)
7636 ent = r_refdef.scene.entities[i];
7637 ent->animcache_vertex3f = NULL;
7638 ent->animcache_normal3f = NULL;
7639 ent->animcache_svector3f = NULL;
7640 ent->animcache_tvector3f = NULL;
7641 ent->animcache_vertexposition = NULL;
7642 ent->animcache_vertexmesh = NULL;
7643 ent->animcache_vertexpositionbuffer = NULL;
7644 ent->animcache_vertexmeshbuffer = NULL;
7648 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7652 // identical memory layout, so no need to allocate...
7653 // this also provides the vertexposition structure to everything, e.g.
7654 // depth masked rendering currently uses it even if having separate
7656 // NOTE: get rid of this optimization if changing it to e.g. 4f
7657 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7660 // get rid of following uses of VERTEXPOSITION, change to the array:
7661 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7662 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7663 // R_DrawTextureSurfaceList_DepthOnly
7664 // R_Q1BSP_DrawShadowMap
7666 switch(vid.renderpath)
7668 case RENDERPATH_GL20:
7669 case RENDERPATH_CGGL:
7670 // need the meshbuffers if !gl_mesh_separatearrays.integer
7671 if (gl_mesh_separatearrays.integer)
7674 case RENDERPATH_D3D9:
7675 case RENDERPATH_D3D10:
7676 case RENDERPATH_D3D11:
7677 // always need the meshbuffers
7679 case RENDERPATH_GL13:
7680 case RENDERPATH_GL11:
7681 // never need the meshbuffers
7685 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7686 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7688 if (!ent->animcache_vertexposition)
7689 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7691 if (ent->animcache_vertexposition)
7694 for (i = 0;i < numvertices;i++)
7695 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7697 // TODO: upload vertex buffer?
7699 if (ent->animcache_vertexmesh)
7701 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7702 for (i = 0;i < numvertices;i++)
7703 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7704 if (ent->animcache_svector3f)
7705 for (i = 0;i < numvertices;i++)
7706 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7707 if (ent->animcache_tvector3f)
7708 for (i = 0;i < numvertices;i++)
7709 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7710 if (ent->animcache_normal3f)
7711 for (i = 0;i < numvertices;i++)
7712 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7713 // TODO: upload vertex buffer?
7717 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7719 dp_model_t *model = ent->model;
7721 // see if it's already cached this frame
7722 if (ent->animcache_vertex3f)
7724 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7725 if (wantnormals || wanttangents)
7727 if (ent->animcache_normal3f)
7728 wantnormals = false;
7729 if (ent->animcache_svector3f)
7730 wanttangents = false;
7731 if (wantnormals || wanttangents)
7733 numvertices = model->surfmesh.num_vertices;
7735 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7738 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7739 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7741 if (!r_framedata_failed)
7743 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7744 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7751 // see if this ent is worth caching
7752 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7754 // get some memory for this entity and generate mesh data
7755 numvertices = model->surfmesh.num_vertices;
7756 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7758 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7761 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7762 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7764 if (!r_framedata_failed)
7766 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7767 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7770 return !r_framedata_failed;
7773 void R_AnimCache_CacheVisibleEntities(void)
7776 qboolean wantnormals = true;
7777 qboolean wanttangents = !r_showsurfaces.integer;
7779 switch(vid.renderpath)
7781 case RENDERPATH_GL20:
7782 case RENDERPATH_CGGL:
7783 case RENDERPATH_D3D9:
7784 case RENDERPATH_D3D10:
7785 case RENDERPATH_D3D11:
7787 case RENDERPATH_GL13:
7788 case RENDERPATH_GL11:
7789 wanttangents = false;
7793 if (r_shownormals.integer)
7794 wanttangents = wantnormals = true;
7796 // TODO: thread this
7797 // NOTE: R_PrepareRTLights() also caches entities
7799 for (i = 0;i < r_refdef.scene.numentities;i++)
7800 if (r_refdef.viewcache.entityvisible[i])
7801 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7804 //==================================================================================
7806 static void R_View_UpdateEntityLighting (void)
7809 entity_render_t *ent;
7810 vec3_t tempdiffusenormal, avg;
7811 vec_t f, fa, fd, fdd;
7812 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7814 for (i = 0;i < r_refdef.scene.numentities;i++)
7816 ent = r_refdef.scene.entities[i];
7818 // skip unseen models
7819 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7823 if (ent->model && ent->model->brush.num_leafs)
7825 // TODO: use modellight for r_ambient settings on world?
7826 VectorSet(ent->modellight_ambient, 0, 0, 0);
7827 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7828 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7832 // fetch the lighting from the worldmodel data
7833 VectorClear(ent->modellight_ambient);
7834 VectorClear(ent->modellight_diffuse);
7835 VectorClear(tempdiffusenormal);
7836 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7839 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7840 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7841 if(ent->flags & RENDER_EQUALIZE)
7843 // first fix up ambient lighting...
7844 if(r_equalize_entities_minambient.value > 0)
7846 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7849 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7850 if(fa < r_equalize_entities_minambient.value * fd)
7853 // fa'/fd' = minambient
7854 // fa'+0.25*fd' = fa+0.25*fd
7856 // fa' = fd' * minambient
7857 // fd'*(0.25+minambient) = fa+0.25*fd
7859 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7860 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7862 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7863 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
7864 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7865 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7870 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7872 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7873 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7876 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7877 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7878 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7884 VectorSet(ent->modellight_ambient, 1, 1, 1);
7886 // move the light direction into modelspace coordinates for lighting code
7887 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7888 if(VectorLength2(ent->modellight_lightdir) == 0)
7889 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7890 VectorNormalize(ent->modellight_lightdir);
7894 #define MAX_LINEOFSIGHTTRACES 64
7896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7899 vec3_t boxmins, boxmaxs;
7902 dp_model_t *model = r_refdef.scene.worldmodel;
7904 if (!model || !model->brush.TraceLineOfSight)
7907 // expand the box a little
7908 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7909 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7910 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7911 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7912 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7913 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7915 // return true if eye is inside enlarged box
7916 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7920 VectorCopy(eye, start);
7921 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7922 if (model->brush.TraceLineOfSight(model, start, end))
7925 // try various random positions
7926 for (i = 0;i < numsamples;i++)
7928 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7929 if (model->brush.TraceLineOfSight(model, start, end))
7937 static void R_View_UpdateEntityVisible (void)
7942 entity_render_t *ent;
7944 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7945 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7946 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7947 : RENDER_EXTERIORMODEL;
7948 if (!r_drawviewmodel.integer)
7949 renderimask |= RENDER_VIEWMODEL;
7950 if (!r_drawexteriormodel.integer)
7951 renderimask |= RENDER_EXTERIORMODEL;
7952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7954 // worldmodel can check visibility
7955 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7956 for (i = 0;i < r_refdef.scene.numentities;i++)
7958 ent = r_refdef.scene.entities[i];
7959 if (!(ent->flags & renderimask))
7960 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7961 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))
7962 r_refdef.viewcache.entityvisible[i] = true;
7964 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7965 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7967 for (i = 0;i < r_refdef.scene.numentities;i++)
7969 ent = r_refdef.scene.entities[i];
7970 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7972 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7974 continue; // temp entities do pvs only
7975 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7976 ent->last_trace_visibility = realtime;
7977 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7978 r_refdef.viewcache.entityvisible[i] = 0;
7985 // no worldmodel or it can't check visibility
7986 for (i = 0;i < r_refdef.scene.numentities;i++)
7988 ent = r_refdef.scene.entities[i];
7989 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));
7994 /// only used if skyrendermasked, and normally returns false
7995 int R_DrawBrushModelsSky (void)
7998 entity_render_t *ent;
8001 for (i = 0;i < r_refdef.scene.numentities;i++)
8003 if (!r_refdef.viewcache.entityvisible[i])
8005 ent = r_refdef.scene.entities[i];
8006 if (!ent->model || !ent->model->DrawSky)
8008 ent->model->DrawSky(ent);
8014 static void R_DrawNoModel(entity_render_t *ent);
8015 static void R_DrawModels(void)
8018 entity_render_t *ent;
8020 for (i = 0;i < r_refdef.scene.numentities;i++)
8022 if (!r_refdef.viewcache.entityvisible[i])
8024 ent = r_refdef.scene.entities[i];
8025 r_refdef.stats.entities++;
8026 if (ent->model && ent->model->Draw != NULL)
8027 ent->model->Draw(ent);
8033 static void R_DrawModelsDepth(void)
8036 entity_render_t *ent;
8038 for (i = 0;i < r_refdef.scene.numentities;i++)
8040 if (!r_refdef.viewcache.entityvisible[i])
8042 ent = r_refdef.scene.entities[i];
8043 if (ent->model && ent->model->DrawDepth != NULL)
8044 ent->model->DrawDepth(ent);
8048 static void R_DrawModelsDebug(void)
8051 entity_render_t *ent;
8053 for (i = 0;i < r_refdef.scene.numentities;i++)
8055 if (!r_refdef.viewcache.entityvisible[i])
8057 ent = r_refdef.scene.entities[i];
8058 if (ent->model && ent->model->DrawDebug != NULL)
8059 ent->model->DrawDebug(ent);
8063 static void R_DrawModelsAddWaterPlanes(void)
8066 entity_render_t *ent;
8068 for (i = 0;i < r_refdef.scene.numentities;i++)
8070 if (!r_refdef.viewcache.entityvisible[i])
8072 ent = r_refdef.scene.entities[i];
8073 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8074 ent->model->DrawAddWaterPlanes(ent);
8078 static void R_View_SetFrustum(const int *scissor)
8081 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8082 vec3_t forward, left, up, origin, v;
8086 // flipped x coordinates (because x points left here)
8087 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8088 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8090 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8091 switch(vid.renderpath)
8093 case RENDERPATH_D3D9:
8094 case RENDERPATH_D3D10:
8095 case RENDERPATH_D3D11:
8096 // non-flipped y coordinates
8097 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8098 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8100 case RENDERPATH_GL11:
8101 case RENDERPATH_GL13:
8102 case RENDERPATH_GL20:
8103 case RENDERPATH_CGGL:
8104 // non-flipped y coordinates
8105 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8106 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8111 // we can't trust r_refdef.view.forward and friends in reflected scenes
8112 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8115 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8116 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8117 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8118 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8119 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8120 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8121 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8122 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8123 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8124 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8125 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8126 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8130 zNear = r_refdef.nearclip;
8131 nudge = 1.0 - 1.0 / (1<<23);
8132 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8133 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8134 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8135 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8136 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8137 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8138 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8139 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8145 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8146 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8147 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8148 r_refdef.view.frustum[0].dist = m[15] - m[12];
8150 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8151 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8152 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8153 r_refdef.view.frustum[1].dist = m[15] + m[12];
8155 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8156 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8157 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8158 r_refdef.view.frustum[2].dist = m[15] - m[13];
8160 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8161 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8162 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8163 r_refdef.view.frustum[3].dist = m[15] + m[13];
8165 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8166 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8167 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8168 r_refdef.view.frustum[4].dist = m[15] - m[14];
8170 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8171 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8172 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8173 r_refdef.view.frustum[5].dist = m[15] + m[14];
8176 if (r_refdef.view.useperspective)
8178 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8179 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8180 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8181 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8182 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8184 // then the normals from the corners relative to origin
8185 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8186 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8187 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8188 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8190 // in a NORMAL view, forward cross left == up
8191 // in a REFLECTED view, forward cross left == down
8192 // so our cross products above need to be adjusted for a left handed coordinate system
8193 CrossProduct(forward, left, v);
8194 if(DotProduct(v, up) < 0)
8196 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8197 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8198 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8199 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8202 // Leaving those out was a mistake, those were in the old code, and they
8203 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8204 // I couldn't reproduce it after adding those normalizations. --blub
8205 VectorNormalize(r_refdef.view.frustum[0].normal);
8206 VectorNormalize(r_refdef.view.frustum[1].normal);
8207 VectorNormalize(r_refdef.view.frustum[2].normal);
8208 VectorNormalize(r_refdef.view.frustum[3].normal);
8210 // make the corners absolute
8211 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8212 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8213 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8214 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8217 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8219 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8220 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8221 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8222 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8223 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8227 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8228 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8229 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8230 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8231 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8232 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8233 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8234 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8235 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8236 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8238 r_refdef.view.numfrustumplanes = 5;
8240 if (r_refdef.view.useclipplane)
8242 r_refdef.view.numfrustumplanes = 6;
8243 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8246 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8247 PlaneClassify(r_refdef.view.frustum + i);
8249 // LordHavoc: note to all quake engine coders, Quake had a special case
8250 // for 90 degrees which assumed a square view (wrong), so I removed it,
8251 // Quake2 has it disabled as well.
8253 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8254 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8255 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8256 //PlaneClassify(&frustum[0]);
8258 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8259 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8260 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8261 //PlaneClassify(&frustum[1]);
8263 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8264 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8265 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8266 //PlaneClassify(&frustum[2]);
8268 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8269 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8270 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8271 //PlaneClassify(&frustum[3]);
8274 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8275 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8276 //PlaneClassify(&frustum[4]);
8279 void R_View_UpdateWithScissor(const int *myscissor)
8281 R_Main_ResizeViewCache();
8282 R_View_SetFrustum(myscissor);
8283 R_View_WorldVisibility(r_refdef.view.useclipplane);
8284 R_View_UpdateEntityVisible();
8285 R_View_UpdateEntityLighting();
8288 void R_View_Update(void)
8290 R_Main_ResizeViewCache();
8291 R_View_SetFrustum(NULL);
8292 R_View_WorldVisibility(r_refdef.view.useclipplane);
8293 R_View_UpdateEntityVisible();
8294 R_View_UpdateEntityLighting();
8297 void R_SetupView(qboolean allowwaterclippingplane)
8299 const float *customclipplane = NULL;
8301 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8303 // LordHavoc: couldn't figure out how to make this approach the
8304 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8305 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8306 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8307 dist = r_refdef.view.clipplane.dist;
8308 plane[0] = r_refdef.view.clipplane.normal[0];
8309 plane[1] = r_refdef.view.clipplane.normal[1];
8310 plane[2] = r_refdef.view.clipplane.normal[2];
8312 customclipplane = plane;
8315 if (!r_refdef.view.useperspective)
8316 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);
8317 else if (vid.stencil && r_useinfinitefarclip.integer)
8318 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);
8320 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);
8321 R_SetViewport(&r_refdef.view.viewport);
8324 void R_EntityMatrix(const matrix4x4_t *matrix)
8326 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8328 gl_modelmatrixchanged = false;
8329 gl_modelmatrix = *matrix;
8330 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8331 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8332 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8333 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8335 switch(vid.renderpath)
8337 case RENDERPATH_D3D9:
8339 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8340 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8343 case RENDERPATH_D3D10:
8344 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8346 case RENDERPATH_D3D11:
8347 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8349 case RENDERPATH_GL20:
8350 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8351 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8352 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8354 case RENDERPATH_CGGL:
8357 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8358 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8359 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8362 case RENDERPATH_GL13:
8363 case RENDERPATH_GL11:
8364 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8370 void R_ResetViewRendering2D(void)
8372 r_viewport_t viewport;
8375 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8376 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);
8377 R_SetViewport(&viewport);
8378 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8379 GL_Color(1, 1, 1, 1);
8380 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8381 GL_BlendFunc(GL_ONE, GL_ZERO);
8382 GL_AlphaTest(false);
8383 GL_ScissorTest(false);
8384 GL_DepthMask(false);
8385 GL_DepthRange(0, 1);
8386 GL_DepthTest(false);
8387 GL_DepthFunc(GL_LEQUAL);
8388 R_EntityMatrix(&identitymatrix);
8389 R_Mesh_ResetTextureState();
8390 GL_PolygonOffset(0, 0);
8391 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8392 switch(vid.renderpath)
8394 case RENDERPATH_GL11:
8395 case RENDERPATH_GL13:
8396 case RENDERPATH_GL20:
8397 case RENDERPATH_CGGL:
8398 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8400 case RENDERPATH_D3D9:
8401 case RENDERPATH_D3D10:
8402 case RENDERPATH_D3D11:
8405 GL_CullFace(GL_NONE);
8408 void R_ResetViewRendering3D(void)
8413 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8414 GL_Color(1, 1, 1, 1);
8415 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8416 GL_BlendFunc(GL_ONE, GL_ZERO);
8417 GL_AlphaTest(false);
8418 GL_ScissorTest(true);
8420 GL_DepthRange(0, 1);
8422 GL_DepthFunc(GL_LEQUAL);
8423 R_EntityMatrix(&identitymatrix);
8424 R_Mesh_ResetTextureState();
8425 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8426 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8427 switch(vid.renderpath)
8429 case RENDERPATH_GL11:
8430 case RENDERPATH_GL13:
8431 case RENDERPATH_GL20:
8432 case RENDERPATH_CGGL:
8433 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8435 case RENDERPATH_D3D9:
8436 case RENDERPATH_D3D10:
8437 case RENDERPATH_D3D11:
8440 GL_CullFace(r_refdef.view.cullface_back);
8445 R_RenderView_UpdateViewVectors
8448 static void R_RenderView_UpdateViewVectors(void)
8450 // break apart the view matrix into vectors for various purposes
8451 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8452 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8453 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8454 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8455 // make an inverted copy of the view matrix for tracking sprites
8456 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8459 void R_RenderScene(void);
8460 void R_RenderWaterPlanes(void);
8462 static void R_Water_StartFrame(void)
8465 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8466 r_waterstate_waterplane_t *p;
8468 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8471 switch(vid.renderpath)
8473 case RENDERPATH_GL20:
8474 case RENDERPATH_CGGL:
8475 case RENDERPATH_D3D9:
8476 case RENDERPATH_D3D10:
8477 case RENDERPATH_D3D11:
8479 case RENDERPATH_GL13:
8480 case RENDERPATH_GL11:
8484 // set waterwidth and waterheight to the water resolution that will be
8485 // used (often less than the screen resolution for faster rendering)
8486 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8487 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8489 // calculate desired texture sizes
8490 // can't use water if the card does not support the texture size
8491 if (!r_water.integer || r_showsurfaces.integer)
8492 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8493 else if (vid.support.arb_texture_non_power_of_two)
8495 texturewidth = waterwidth;
8496 textureheight = waterheight;
8497 camerawidth = waterwidth;
8498 cameraheight = waterheight;
8502 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8503 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8504 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8505 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8508 // allocate textures as needed
8509 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8511 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8512 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8514 if (p->texture_refraction)
8515 R_FreeTexture(p->texture_refraction);
8516 p->texture_refraction = NULL;
8517 if (p->texture_reflection)
8518 R_FreeTexture(p->texture_reflection);
8519 p->texture_reflection = NULL;
8520 if (p->texture_camera)
8521 R_FreeTexture(p->texture_camera);
8522 p->texture_camera = NULL;
8524 memset(&r_waterstate, 0, sizeof(r_waterstate));
8525 r_waterstate.texturewidth = texturewidth;
8526 r_waterstate.textureheight = textureheight;
8527 r_waterstate.camerawidth = camerawidth;
8528 r_waterstate.cameraheight = cameraheight;
8531 if (r_waterstate.texturewidth)
8533 r_waterstate.enabled = true;
8535 // when doing a reduced render (HDR) we want to use a smaller area
8536 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8537 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8539 // set up variables that will be used in shader setup
8540 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8541 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8542 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8543 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8546 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8547 r_waterstate.numwaterplanes = 0;
8550 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8552 int triangleindex, planeindex;
8558 r_waterstate_waterplane_t *p;
8559 texture_t *t = R_GetCurrentTexture(surface->texture);
8561 // just use the first triangle with a valid normal for any decisions
8562 VectorClear(normal);
8563 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8565 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8566 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8567 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8568 TriangleNormal(vert[0], vert[1], vert[2], normal);
8569 if (VectorLength2(normal) >= 0.001)
8573 VectorCopy(normal, plane.normal);
8574 VectorNormalize(plane.normal);
8575 plane.dist = DotProduct(vert[0], plane.normal);
8576 PlaneClassify(&plane);
8577 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8579 // skip backfaces (except if nocullface is set)
8580 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8582 VectorNegate(plane.normal, plane.normal);
8584 PlaneClassify(&plane);
8588 // find a matching plane if there is one
8589 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8590 if(p->camera_entity == t->camera_entity)
8591 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8593 if (planeindex >= r_waterstate.maxwaterplanes)
8594 return; // nothing we can do, out of planes
8596 // if this triangle does not fit any known plane rendered this frame, add one
8597 if (planeindex >= r_waterstate.numwaterplanes)
8599 // store the new plane
8600 r_waterstate.numwaterplanes++;
8602 // clear materialflags and pvs
8603 p->materialflags = 0;
8604 p->pvsvalid = false;
8605 p->camera_entity = t->camera_entity;
8606 VectorCopy(surface->mins, p->mins);
8607 VectorCopy(surface->maxs, p->maxs);
8612 p->mins[0] = min(p->mins[0], surface->mins[0]);
8613 p->mins[1] = min(p->mins[1], surface->mins[1]);
8614 p->mins[2] = min(p->mins[2], surface->mins[2]);
8615 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8616 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8617 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8619 // merge this surface's materialflags into the waterplane
8620 p->materialflags |= t->currentmaterialflags;
8621 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8623 // merge this surface's PVS into the waterplane
8624 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8625 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8626 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8628 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8634 static void R_Water_ProcessPlanes(void)
8637 r_refdef_view_t originalview;
8638 r_refdef_view_t myview;
8640 r_waterstate_waterplane_t *p;
8643 originalview = r_refdef.view;
8645 // make sure enough textures are allocated
8646 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8648 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8650 if (!p->texture_refraction)
8651 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8652 if (!p->texture_refraction)
8655 else if (p->materialflags & MATERIALFLAG_CAMERA)
8657 if (!p->texture_camera)
8658 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8659 if (!p->texture_camera)
8663 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8665 if (!p->texture_reflection)
8666 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8667 if (!p->texture_reflection)
8673 r_refdef.view = originalview;
8674 r_refdef.view.showdebug = false;
8675 r_refdef.view.width = r_waterstate.waterwidth;
8676 r_refdef.view.height = r_waterstate.waterheight;
8677 r_refdef.view.useclipplane = true;
8678 myview = r_refdef.view;
8679 r_waterstate.renderingscene = true;
8680 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8682 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8684 r_refdef.view = myview;
8685 if(r_water_scissormode.integer)
8688 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8689 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8692 // render reflected scene and copy into texture
8693 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8694 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8695 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8696 r_refdef.view.clipplane = p->plane;
8698 // reverse the cullface settings for this render
8699 r_refdef.view.cullface_front = GL_FRONT;
8700 r_refdef.view.cullface_back = GL_BACK;
8701 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8703 r_refdef.view.usecustompvs = true;
8705 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8707 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8710 R_ResetViewRendering3D();
8711 R_ClearScreen(r_refdef.fogenabled);
8712 if(r_water_scissormode.integer & 2)
8713 R_View_UpdateWithScissor(myscissor);
8716 if(r_water_scissormode.integer & 1)
8717 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8720 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);
8723 // render the normal view scene and copy into texture
8724 // (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)
8725 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8727 r_refdef.view = myview;
8728 if(r_water_scissormode.integer)
8731 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8732 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8735 r_waterstate.renderingrefraction = true;
8737 r_refdef.view.clipplane = p->plane;
8738 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8739 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8741 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8743 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8744 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8745 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8746 R_RenderView_UpdateViewVectors();
8747 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8749 r_refdef.view.usecustompvs = true;
8750 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8754 PlaneClassify(&r_refdef.view.clipplane);
8756 R_ResetViewRendering3D();
8757 R_ClearScreen(r_refdef.fogenabled);
8758 if(r_water_scissormode.integer & 2)
8759 R_View_UpdateWithScissor(myscissor);
8762 if(r_water_scissormode.integer & 1)
8763 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8766 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);
8767 r_waterstate.renderingrefraction = false;
8769 else if (p->materialflags & MATERIALFLAG_CAMERA)
8771 r_refdef.view = myview;
8773 r_refdef.view.clipplane = p->plane;
8774 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8775 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8777 r_refdef.view.width = r_waterstate.camerawidth;
8778 r_refdef.view.height = r_waterstate.cameraheight;
8779 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8780 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8782 if(p->camera_entity)
8784 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8785 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8788 // note: all of the view is used for displaying... so
8789 // there is no use in scissoring
8791 // reverse the cullface settings for this render
8792 r_refdef.view.cullface_front = GL_FRONT;
8793 r_refdef.view.cullface_back = GL_BACK;
8794 // also reverse the view matrix
8795 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8796 R_RenderView_UpdateViewVectors();
8797 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8799 r_refdef.view.usecustompvs = true;
8800 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8803 // camera needs no clipplane
8804 r_refdef.view.useclipplane = false;
8806 PlaneClassify(&r_refdef.view.clipplane);
8808 R_ResetViewRendering3D();
8809 R_ClearScreen(r_refdef.fogenabled);
8813 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8814 r_waterstate.renderingrefraction = false;
8818 r_waterstate.renderingscene = false;
8819 r_refdef.view = originalview;
8820 R_ResetViewRendering3D();
8821 R_ClearScreen(r_refdef.fogenabled);
8825 r_refdef.view = originalview;
8826 r_waterstate.renderingscene = false;
8827 Cvar_SetValueQuick(&r_water, 0);
8828 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8832 void R_Bloom_StartFrame(void)
8834 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8836 switch(vid.renderpath)
8838 case RENDERPATH_GL20:
8839 case RENDERPATH_CGGL:
8840 case RENDERPATH_D3D9:
8841 case RENDERPATH_D3D10:
8842 case RENDERPATH_D3D11:
8844 case RENDERPATH_GL13:
8845 case RENDERPATH_GL11:
8849 // set bloomwidth and bloomheight to the bloom resolution that will be
8850 // used (often less than the screen resolution for faster rendering)
8851 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8852 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8853 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8854 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8855 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8857 // calculate desired texture sizes
8858 if (vid.support.arb_texture_non_power_of_two)
8860 screentexturewidth = r_refdef.view.width;
8861 screentextureheight = r_refdef.view.height;
8862 bloomtexturewidth = r_bloomstate.bloomwidth;
8863 bloomtextureheight = r_bloomstate.bloomheight;
8867 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8868 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8869 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8870 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8873 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))
8875 Cvar_SetValueQuick(&r_hdr, 0);
8876 Cvar_SetValueQuick(&r_bloom, 0);
8877 Cvar_SetValueQuick(&r_motionblur, 0);
8878 Cvar_SetValueQuick(&r_damageblur, 0);
8881 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)))
8882 screentexturewidth = screentextureheight = 0;
8883 if (!r_hdr.integer && !r_bloom.integer)
8884 bloomtexturewidth = bloomtextureheight = 0;
8886 // allocate textures as needed
8887 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8889 if (r_bloomstate.texture_screen)
8890 R_FreeTexture(r_bloomstate.texture_screen);
8891 r_bloomstate.texture_screen = NULL;
8892 r_bloomstate.screentexturewidth = screentexturewidth;
8893 r_bloomstate.screentextureheight = screentextureheight;
8894 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8895 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8897 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8899 if (r_bloomstate.texture_bloom)
8900 R_FreeTexture(r_bloomstate.texture_bloom);
8901 r_bloomstate.texture_bloom = NULL;
8902 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8903 r_bloomstate.bloomtextureheight = bloomtextureheight;
8904 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8905 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8908 // when doing a reduced render (HDR) we want to use a smaller area
8909 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8910 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8911 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8912 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8913 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8915 // set up a texcoord array for the full resolution screen image
8916 // (we have to keep this around to copy back during final render)
8917 r_bloomstate.screentexcoord2f[0] = 0;
8918 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8919 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8920 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8921 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8922 r_bloomstate.screentexcoord2f[5] = 0;
8923 r_bloomstate.screentexcoord2f[6] = 0;
8924 r_bloomstate.screentexcoord2f[7] = 0;
8926 // set up a texcoord array for the reduced resolution bloom image
8927 // (which will be additive blended over the screen image)
8928 r_bloomstate.bloomtexcoord2f[0] = 0;
8929 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8930 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8931 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8932 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8933 r_bloomstate.bloomtexcoord2f[5] = 0;
8934 r_bloomstate.bloomtexcoord2f[6] = 0;
8935 r_bloomstate.bloomtexcoord2f[7] = 0;
8937 switch(vid.renderpath)
8939 case RENDERPATH_GL11:
8940 case RENDERPATH_GL13:
8941 case RENDERPATH_GL20:
8942 case RENDERPATH_CGGL:
8944 case RENDERPATH_D3D9:
8945 case RENDERPATH_D3D10:
8946 case RENDERPATH_D3D11:
8949 for (i = 0;i < 4;i++)
8951 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8952 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8953 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8954 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8960 if (r_hdr.integer || r_bloom.integer)
8962 r_bloomstate.enabled = true;
8963 r_bloomstate.hdr = r_hdr.integer != 0;
8966 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);
8969 void R_Bloom_CopyBloomTexture(float colorscale)
8971 r_refdef.stats.bloom++;
8973 // scale down screen texture to the bloom texture size
8975 R_SetViewport(&r_bloomstate.viewport);
8976 GL_BlendFunc(GL_ONE, GL_ZERO);
8977 GL_Color(colorscale, colorscale, colorscale, 1);
8978 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8979 switch(vid.renderpath)
8981 case RENDERPATH_GL11:
8982 case RENDERPATH_GL13:
8983 case RENDERPATH_GL20:
8984 case RENDERPATH_CGGL:
8985 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8987 case RENDERPATH_D3D9:
8988 case RENDERPATH_D3D10:
8989 case RENDERPATH_D3D11:
8990 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8993 // TODO: do boxfilter scale-down in shader?
8994 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8995 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8996 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8998 // we now have a bloom image in the framebuffer
8999 // copy it into the bloom image texture for later processing
9000 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);
9001 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9004 void R_Bloom_CopyHDRTexture(void)
9006 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);
9007 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9010 void R_Bloom_MakeTexture(void)
9013 float xoffset, yoffset, r, brighten;
9015 r_refdef.stats.bloom++;
9017 R_ResetViewRendering2D();
9019 // we have a bloom image in the framebuffer
9021 R_SetViewport(&r_bloomstate.viewport);
9023 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9026 r = bound(0, r_bloom_colorexponent.value / x, 1);
9027 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9029 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9030 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9031 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9032 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9034 // copy the vertically blurred bloom view to a texture
9035 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);
9036 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9039 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9040 brighten = r_bloom_brighten.value;
9042 brighten *= r_hdr_range.value;
9043 brighten = sqrt(brighten);
9045 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9046 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9048 for (dir = 0;dir < 2;dir++)
9050 // blend on at multiple vertical offsets to achieve a vertical blur
9051 // TODO: do offset blends using GLSL
9052 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9053 GL_BlendFunc(GL_ONE, GL_ZERO);
9054 for (x = -range;x <= range;x++)
9056 if (!dir){xoffset = 0;yoffset = x;}
9057 else {xoffset = x;yoffset = 0;}
9058 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9059 yoffset /= (float)r_bloomstate.bloomtextureheight;
9060 // compute a texcoord array with the specified x and y offset
9061 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9062 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9063 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9064 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9065 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9066 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9067 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9068 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9069 // this r value looks like a 'dot' particle, fading sharply to
9070 // black at the edges
9071 // (probably not realistic but looks good enough)
9072 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9073 //r = brighten/(range*2+1);
9074 r = brighten / (range * 2 + 1);
9076 r *= (1 - x*x/(float)(range*range));
9077 GL_Color(r, r, r, 1);
9078 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9079 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9080 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9081 GL_BlendFunc(GL_ONE, GL_ONE);
9084 // copy the vertically blurred bloom view to a texture
9085 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);
9086 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9090 void R_HDR_RenderBloomTexture(void)
9092 int oldwidth, oldheight;
9093 float oldcolorscale;
9095 oldcolorscale = r_refdef.view.colorscale;
9096 oldwidth = r_refdef.view.width;
9097 oldheight = r_refdef.view.height;
9098 r_refdef.view.width = r_bloomstate.bloomwidth;
9099 r_refdef.view.height = r_bloomstate.bloomheight;
9101 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9102 // TODO: add exposure compensation features
9103 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9105 r_refdef.view.showdebug = false;
9106 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9108 R_ResetViewRendering3D();
9110 R_ClearScreen(r_refdef.fogenabled);
9111 if (r_timereport_active)
9112 R_TimeReport("HDRclear");
9115 if (r_timereport_active)
9116 R_TimeReport("visibility");
9118 // only do secondary renders with HDR if r_hdr is 2 or higher
9119 r_waterstate.numwaterplanes = 0;
9120 if (r_waterstate.enabled && r_hdr.integer >= 2)
9121 R_RenderWaterPlanes();
9123 r_refdef.view.showdebug = true;
9125 r_waterstate.numwaterplanes = 0;
9127 R_ResetViewRendering2D();
9129 R_Bloom_CopyHDRTexture();
9130 R_Bloom_MakeTexture();
9132 // restore the view settings
9133 r_refdef.view.width = oldwidth;
9134 r_refdef.view.height = oldheight;
9135 r_refdef.view.colorscale = oldcolorscale;
9137 R_ResetViewRendering3D();
9139 R_ClearScreen(r_refdef.fogenabled);
9140 if (r_timereport_active)
9141 R_TimeReport("viewclear");
9144 static void R_BlendView(void)
9146 unsigned int permutation;
9147 float uservecs[4][4];
9149 switch (vid.renderpath)
9151 case RENDERPATH_GL20:
9152 case RENDERPATH_CGGL:
9153 case RENDERPATH_D3D9:
9154 case RENDERPATH_D3D10:
9155 case RENDERPATH_D3D11:
9157 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9158 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9159 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9160 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9161 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9163 if (r_bloomstate.texture_screen)
9165 // make sure the buffer is available
9166 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9168 R_ResetViewRendering2D();
9170 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9172 // declare variables
9174 static float avgspeed;
9176 speed = VectorLength(cl.movement_velocity);
9178 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9179 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9181 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9182 speed = bound(0, speed, 1);
9183 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9185 // calculate values into a standard alpha
9186 cl.motionbluralpha = 1 - exp(-
9188 (r_motionblur.value * speed / 80)
9190 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9193 max(0.0001, cl.time - cl.oldtime) // fps independent
9196 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9197 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9199 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9202 GL_Color(1, 1, 1, cl.motionbluralpha);
9203 switch(vid.renderpath)
9205 case RENDERPATH_GL11:
9206 case RENDERPATH_GL13:
9207 case RENDERPATH_GL20:
9208 case RENDERPATH_CGGL:
9209 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9211 case RENDERPATH_D3D9:
9212 case RENDERPATH_D3D10:
9213 case RENDERPATH_D3D11:
9214 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9217 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9218 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9219 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9223 // copy view into the screen texture
9224 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);
9225 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9227 else if (!r_bloomstate.texture_bloom)
9229 // we may still have to do view tint...
9230 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9232 // apply a color tint to the whole view
9233 R_ResetViewRendering2D();
9234 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9235 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9236 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9238 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9240 break; // no screen processing, no bloom, skip it
9243 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9245 // render simple bloom effect
9246 // copy the screen and shrink it and darken it for the bloom process
9247 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9248 // make the bloom texture
9249 R_Bloom_MakeTexture();
9252 #if _MSC_VER >= 1400
9253 #define sscanf sscanf_s
9255 memset(uservecs, 0, sizeof(uservecs));
9256 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9257 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9258 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9259 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9261 R_ResetViewRendering2D();
9262 GL_Color(1, 1, 1, 1);
9263 GL_BlendFunc(GL_ONE, GL_ZERO);
9265 switch(vid.renderpath)
9267 case RENDERPATH_GL20:
9268 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9269 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9270 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9271 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9272 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9273 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]);
9274 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9275 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]);
9276 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]);
9277 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]);
9278 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]);
9279 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9280 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9281 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9283 case RENDERPATH_CGGL:
9285 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9286 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9287 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9288 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9289 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9290 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
9291 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9292 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
9293 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
9294 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
9295 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
9296 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9297 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9298 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9301 case RENDERPATH_D3D9:
9303 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9304 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9305 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9306 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9307 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9308 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9309 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9310 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9311 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9312 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9313 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9314 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9315 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9316 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9317 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9320 case RENDERPATH_D3D10:
9321 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9323 case RENDERPATH_D3D11:
9324 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9329 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9330 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9332 case RENDERPATH_GL13:
9333 case RENDERPATH_GL11:
9334 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9336 // apply a color tint to the whole view
9337 R_ResetViewRendering2D();
9338 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9339 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9340 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9341 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9342 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9348 matrix4x4_t r_waterscrollmatrix;
9350 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9352 if (r_refdef.fog_density)
9354 r_refdef.fogcolor[0] = r_refdef.fog_red;
9355 r_refdef.fogcolor[1] = r_refdef.fog_green;
9356 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9358 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9359 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9360 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9361 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9365 VectorCopy(r_refdef.fogcolor, fogvec);
9366 // color.rgb *= ContrastBoost * SceneBrightness;
9367 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9368 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9369 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9370 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9375 void R_UpdateVariables(void)
9379 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9381 r_refdef.farclip = r_farclip_base.value;
9382 if (r_refdef.scene.worldmodel)
9383 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9384 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9386 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9387 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9388 r_refdef.polygonfactor = 0;
9389 r_refdef.polygonoffset = 0;
9390 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9391 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9393 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9394 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9395 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9396 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9397 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9398 if (FAKELIGHT_ENABLED)
9400 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9402 if (r_showsurfaces.integer)
9404 r_refdef.scene.rtworld = false;
9405 r_refdef.scene.rtworldshadows = false;
9406 r_refdef.scene.rtdlight = false;
9407 r_refdef.scene.rtdlightshadows = false;
9408 r_refdef.lightmapintensity = 0;
9411 if (gamemode == GAME_NEHAHRA)
9413 if (gl_fogenable.integer)
9415 r_refdef.oldgl_fogenable = true;
9416 r_refdef.fog_density = gl_fogdensity.value;
9417 r_refdef.fog_red = gl_fogred.value;
9418 r_refdef.fog_green = gl_foggreen.value;
9419 r_refdef.fog_blue = gl_fogblue.value;
9420 r_refdef.fog_alpha = 1;
9421 r_refdef.fog_start = 0;
9422 r_refdef.fog_end = gl_skyclip.value;
9423 r_refdef.fog_height = 1<<30;
9424 r_refdef.fog_fadedepth = 128;
9426 else if (r_refdef.oldgl_fogenable)
9428 r_refdef.oldgl_fogenable = false;
9429 r_refdef.fog_density = 0;
9430 r_refdef.fog_red = 0;
9431 r_refdef.fog_green = 0;
9432 r_refdef.fog_blue = 0;
9433 r_refdef.fog_alpha = 0;
9434 r_refdef.fog_start = 0;
9435 r_refdef.fog_end = 0;
9436 r_refdef.fog_height = 1<<30;
9437 r_refdef.fog_fadedepth = 128;
9441 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9442 r_refdef.fog_start = max(0, r_refdef.fog_start);
9443 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9445 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9447 if (r_refdef.fog_density && r_drawfog.integer)
9449 r_refdef.fogenabled = true;
9450 // this is the point where the fog reaches 0.9986 alpha, which we
9451 // consider a good enough cutoff point for the texture
9452 // (0.9986 * 256 == 255.6)
9453 if (r_fog_exp2.integer)
9454 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9456 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9457 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9458 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9459 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9460 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9461 R_BuildFogHeightTexture();
9462 // fog color was already set
9463 // update the fog texture
9464 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)
9465 R_BuildFogTexture();
9466 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9467 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9470 r_refdef.fogenabled = false;
9472 switch(vid.renderpath)
9474 case RENDERPATH_GL20:
9475 case RENDERPATH_CGGL:
9476 case RENDERPATH_D3D9:
9477 case RENDERPATH_D3D10:
9478 case RENDERPATH_D3D11:
9479 if(v_glslgamma.integer && !vid_gammatables_trivial)
9481 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9483 // build GLSL gamma texture
9484 #define RAMPWIDTH 256
9485 unsigned short ramp[RAMPWIDTH * 3];
9486 unsigned char rampbgr[RAMPWIDTH][4];
9489 r_texture_gammaramps_serial = vid_gammatables_serial;
9491 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9492 for(i = 0; i < RAMPWIDTH; ++i)
9494 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9495 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9496 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9499 if (r_texture_gammaramps)
9501 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9505 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9511 // remove GLSL gamma texture
9514 case RENDERPATH_GL13:
9515 case RENDERPATH_GL11:
9520 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9521 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9527 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9528 if( scenetype != r_currentscenetype ) {
9529 // store the old scenetype
9530 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9531 r_currentscenetype = scenetype;
9532 // move in the new scene
9533 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9542 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9544 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9545 if( scenetype == r_currentscenetype ) {
9546 return &r_refdef.scene;
9548 return &r_scenes_store[ scenetype ];
9557 void R_RenderView(void)
9559 if (r_timereport_active)
9560 R_TimeReport("start");
9561 r_textureframe++; // used only by R_GetCurrentTexture
9562 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9564 if (!r_drawentities.integer)
9565 r_refdef.scene.numentities = 0;
9567 R_AnimCache_ClearCache();
9568 R_FrameData_NewFrame();
9570 if (r_refdef.view.isoverlay)
9572 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9573 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9574 R_TimeReport("depthclear");
9576 r_refdef.view.showdebug = false;
9578 r_waterstate.enabled = false;
9579 r_waterstate.numwaterplanes = 0;
9587 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9588 return; //Host_Error ("R_RenderView: NULL worldmodel");
9590 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9592 R_RenderView_UpdateViewVectors();
9594 R_Shadow_UpdateWorldLightSelection();
9596 R_Bloom_StartFrame();
9597 R_Water_StartFrame();
9600 if (r_timereport_active)
9601 R_TimeReport("viewsetup");
9603 R_ResetViewRendering3D();
9605 if (r_refdef.view.clear || r_refdef.fogenabled)
9607 R_ClearScreen(r_refdef.fogenabled);
9608 if (r_timereport_active)
9609 R_TimeReport("viewclear");
9611 r_refdef.view.clear = true;
9613 // this produces a bloom texture to be used in R_BlendView() later
9614 if (r_hdr.integer && r_bloomstate.bloomwidth)
9616 R_HDR_RenderBloomTexture();
9617 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9618 r_textureframe++; // used only by R_GetCurrentTexture
9621 r_refdef.view.showdebug = true;
9624 if (r_timereport_active)
9625 R_TimeReport("visibility");
9627 r_waterstate.numwaterplanes = 0;
9628 if (r_waterstate.enabled)
9629 R_RenderWaterPlanes();
9632 r_waterstate.numwaterplanes = 0;
9635 if (r_timereport_active)
9636 R_TimeReport("blendview");
9638 GL_Scissor(0, 0, vid.width, vid.height);
9639 GL_ScissorTest(false);
9644 void R_RenderWaterPlanes(void)
9646 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9648 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9649 if (r_timereport_active)
9650 R_TimeReport("waterworld");
9653 // don't let sound skip if going slow
9654 if (r_refdef.scene.extraupdate)
9657 R_DrawModelsAddWaterPlanes();
9658 if (r_timereport_active)
9659 R_TimeReport("watermodels");
9661 if (r_waterstate.numwaterplanes)
9663 R_Water_ProcessPlanes();
9664 if (r_timereport_active)
9665 R_TimeReport("waterscenes");
9669 extern void R_DrawLightningBeams (void);
9670 extern void VM_CL_AddPolygonsToMeshQueue (void);
9671 extern void R_DrawPortals (void);
9672 extern cvar_t cl_locs_show;
9673 static void R_DrawLocs(void);
9674 static void R_DrawEntityBBoxes(void);
9675 static void R_DrawModelDecals(void);
9676 extern void R_DrawModelShadows(void);
9677 extern void R_DrawModelShadowMaps(void);
9678 extern cvar_t cl_decals_newsystem;
9679 extern qboolean r_shadow_usingdeferredprepass;
9680 void R_RenderScene(void)
9682 qboolean shadowmapping = false;
9684 if (r_timereport_active)
9685 R_TimeReport("beginscene");
9687 r_refdef.stats.renders++;
9691 // don't let sound skip if going slow
9692 if (r_refdef.scene.extraupdate)
9695 R_MeshQueue_BeginScene();
9699 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);
9701 if (r_timereport_active)
9702 R_TimeReport("skystartframe");
9704 if (cl.csqc_vidvars.drawworld)
9706 // don't let sound skip if going slow
9707 if (r_refdef.scene.extraupdate)
9710 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9712 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9713 if (r_timereport_active)
9714 R_TimeReport("worldsky");
9717 if (R_DrawBrushModelsSky() && r_timereport_active)
9718 R_TimeReport("bmodelsky");
9720 if (skyrendermasked && skyrenderlater)
9722 // we have to force off the water clipping plane while rendering sky
9726 if (r_timereport_active)
9727 R_TimeReport("sky");
9731 R_AnimCache_CacheVisibleEntities();
9732 if (r_timereport_active)
9733 R_TimeReport("animation");
9735 R_Shadow_PrepareLights();
9736 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9737 R_Shadow_PrepareModelShadows();
9738 if (r_timereport_active)
9739 R_TimeReport("preparelights");
9741 if (R_Shadow_ShadowMappingEnabled())
9742 shadowmapping = true;
9744 if (r_shadow_usingdeferredprepass)
9745 R_Shadow_DrawPrepass();
9747 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9749 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9750 if (r_timereport_active)
9751 R_TimeReport("worlddepth");
9753 if (r_depthfirst.integer >= 2)
9755 R_DrawModelsDepth();
9756 if (r_timereport_active)
9757 R_TimeReport("modeldepth");
9760 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9762 R_DrawModelShadowMaps();
9763 R_ResetViewRendering3D();
9764 // don't let sound skip if going slow
9765 if (r_refdef.scene.extraupdate)
9769 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9771 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9772 if (r_timereport_active)
9773 R_TimeReport("world");
9776 // don't let sound skip if going slow
9777 if (r_refdef.scene.extraupdate)
9781 if (r_timereport_active)
9782 R_TimeReport("models");
9784 // don't let sound skip if going slow
9785 if (r_refdef.scene.extraupdate)
9788 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9790 R_DrawModelShadows();
9791 R_ResetViewRendering3D();
9792 // don't let sound skip if going slow
9793 if (r_refdef.scene.extraupdate)
9797 if (!r_shadow_usingdeferredprepass)
9799 R_Shadow_DrawLights();
9800 if (r_timereport_active)
9801 R_TimeReport("rtlights");
9804 // don't let sound skip if going slow
9805 if (r_refdef.scene.extraupdate)
9808 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9810 R_DrawModelShadows();
9811 R_ResetViewRendering3D();
9812 // don't let sound skip if going slow
9813 if (r_refdef.scene.extraupdate)
9817 if (cl.csqc_vidvars.drawworld)
9819 if (cl_decals_newsystem.integer)
9821 R_DrawModelDecals();
9822 if (r_timereport_active)
9823 R_TimeReport("modeldecals");
9828 if (r_timereport_active)
9829 R_TimeReport("decals");
9833 if (r_timereport_active)
9834 R_TimeReport("particles");
9837 if (r_timereport_active)
9838 R_TimeReport("explosions");
9840 R_DrawLightningBeams();
9841 if (r_timereport_active)
9842 R_TimeReport("lightning");
9845 VM_CL_AddPolygonsToMeshQueue();
9847 if (r_refdef.view.showdebug)
9849 if (cl_locs_show.integer)
9852 if (r_timereport_active)
9853 R_TimeReport("showlocs");
9856 if (r_drawportals.integer)
9859 if (r_timereport_active)
9860 R_TimeReport("portals");
9863 if (r_showbboxes.value > 0)
9865 R_DrawEntityBBoxes();
9866 if (r_timereport_active)
9867 R_TimeReport("bboxes");
9871 R_MeshQueue_RenderTransparent();
9872 if (r_timereport_active)
9873 R_TimeReport("drawtrans");
9875 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))
9877 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9878 if (r_timereport_active)
9879 R_TimeReport("worlddebug");
9880 R_DrawModelsDebug();
9881 if (r_timereport_active)
9882 R_TimeReport("modeldebug");
9885 if (cl.csqc_vidvars.drawworld)
9887 R_Shadow_DrawCoronas();
9888 if (r_timereport_active)
9889 R_TimeReport("coronas");
9894 GL_DepthTest(false);
9895 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9896 GL_Color(1, 1, 1, 1);
9897 qglBegin(GL_POLYGON);
9898 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9899 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9900 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9901 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9903 qglBegin(GL_POLYGON);
9904 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9905 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9906 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9907 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9909 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9913 // don't let sound skip if going slow
9914 if (r_refdef.scene.extraupdate)
9917 R_ResetViewRendering2D();
9920 static const unsigned short bboxelements[36] =
9930 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9933 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9935 RSurf_ActiveWorldEntity();
9937 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9938 GL_DepthMask(false);
9939 GL_DepthRange(0, 1);
9940 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9941 R_Mesh_ResetTextureState();
9943 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9944 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9945 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9946 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9947 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9948 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9949 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9950 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9951 R_FillColors(color4f, 8, cr, cg, cb, ca);
9952 if (r_refdef.fogenabled)
9954 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9956 f1 = RSurf_FogVertex(v);
9958 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9959 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9960 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9963 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9964 R_Mesh_ResetTextureState();
9965 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9966 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9969 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9973 prvm_edict_t *edict;
9974 prvm_prog_t *prog_save = prog;
9976 // this function draws bounding boxes of server entities
9980 GL_CullFace(GL_NONE);
9981 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9985 for (i = 0;i < numsurfaces;i++)
9987 edict = PRVM_EDICT_NUM(surfacelist[i]);
9988 switch ((int)edict->fields.server->solid)
9990 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9991 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9992 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9993 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9994 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9995 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9997 color[3] *= r_showbboxes.value;
9998 color[3] = bound(0, color[3], 1);
9999 GL_DepthTest(!r_showdisabledepthtest.integer);
10000 GL_CullFace(r_refdef.view.cullface_front);
10001 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10007 static void R_DrawEntityBBoxes(void)
10010 prvm_edict_t *edict;
10012 prvm_prog_t *prog_save = prog;
10014 // this function draws bounding boxes of server entities
10020 for (i = 0;i < prog->num_edicts;i++)
10022 edict = PRVM_EDICT_NUM(i);
10023 if (edict->priv.server->free)
10025 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10026 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10028 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10030 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10031 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10037 static const int nomodelelement3i[24] =
10049 static const unsigned short nomodelelement3s[24] =
10061 static const float nomodelvertex3f[6*3] =
10071 static const float nomodelcolor4f[6*4] =
10073 0.0f, 0.0f, 0.5f, 1.0f,
10074 0.0f, 0.0f, 0.5f, 1.0f,
10075 0.0f, 0.5f, 0.0f, 1.0f,
10076 0.0f, 0.5f, 0.0f, 1.0f,
10077 0.5f, 0.0f, 0.0f, 1.0f,
10078 0.5f, 0.0f, 0.0f, 1.0f
10081 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10085 float color4f[6*4];
10087 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);
10089 // this is only called once per entity so numsurfaces is always 1, and
10090 // surfacelist is always {0}, so this code does not handle batches
10092 if (rsurface.ent_flags & RENDER_ADDITIVE)
10094 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10095 GL_DepthMask(false);
10097 else if (rsurface.colormod[3] < 1)
10099 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10100 GL_DepthMask(false);
10104 GL_BlendFunc(GL_ONE, GL_ZERO);
10105 GL_DepthMask(true);
10107 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10108 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10109 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10110 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10111 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10112 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10113 for (i = 0, c = color4f;i < 6;i++, c += 4)
10115 c[0] *= rsurface.colormod[0];
10116 c[1] *= rsurface.colormod[1];
10117 c[2] *= rsurface.colormod[2];
10118 c[3] *= rsurface.colormod[3];
10120 if (r_refdef.fogenabled)
10122 for (i = 0, c = color4f;i < 6;i++, c += 4)
10124 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10126 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10127 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10128 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10131 R_Mesh_ResetTextureState();
10132 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10133 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10136 void R_DrawNoModel(entity_render_t *ent)
10139 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10140 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10141 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10143 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10146 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10148 vec3_t right1, right2, diff, normal;
10150 VectorSubtract (org2, org1, normal);
10152 // calculate 'right' vector for start
10153 VectorSubtract (r_refdef.view.origin, org1, diff);
10154 CrossProduct (normal, diff, right1);
10155 VectorNormalize (right1);
10157 // calculate 'right' vector for end
10158 VectorSubtract (r_refdef.view.origin, org2, diff);
10159 CrossProduct (normal, diff, right2);
10160 VectorNormalize (right2);
10162 vert[ 0] = org1[0] + width * right1[0];
10163 vert[ 1] = org1[1] + width * right1[1];
10164 vert[ 2] = org1[2] + width * right1[2];
10165 vert[ 3] = org1[0] - width * right1[0];
10166 vert[ 4] = org1[1] - width * right1[1];
10167 vert[ 5] = org1[2] - width * right1[2];
10168 vert[ 6] = org2[0] - width * right2[0];
10169 vert[ 7] = org2[1] - width * right2[1];
10170 vert[ 8] = org2[2] - width * right2[2];
10171 vert[ 9] = org2[0] + width * right2[0];
10172 vert[10] = org2[1] + width * right2[1];
10173 vert[11] = org2[2] + width * right2[2];
10176 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)
10178 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10179 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10180 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10181 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10182 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10183 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10184 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10185 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10186 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10187 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10188 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10189 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10192 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10197 VectorSet(v, x, y, z);
10198 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10199 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10201 if (i == mesh->numvertices)
10203 if (mesh->numvertices < mesh->maxvertices)
10205 VectorCopy(v, vertex3f);
10206 mesh->numvertices++;
10208 return mesh->numvertices;
10214 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10217 int *e, element[3];
10218 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10219 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10220 e = mesh->element3i + mesh->numtriangles * 3;
10221 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10223 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10224 if (mesh->numtriangles < mesh->maxtriangles)
10229 mesh->numtriangles++;
10231 element[1] = element[2];
10235 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10238 int *e, element[3];
10239 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10240 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10241 e = mesh->element3i + mesh->numtriangles * 3;
10242 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10244 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10245 if (mesh->numtriangles < mesh->maxtriangles)
10250 mesh->numtriangles++;
10252 element[1] = element[2];
10256 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10257 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10259 int planenum, planenum2;
10262 mplane_t *plane, *plane2;
10264 double temppoints[2][256*3];
10265 // figure out how large a bounding box we need to properly compute this brush
10267 for (w = 0;w < numplanes;w++)
10268 maxdist = max(maxdist, fabs(planes[w].dist));
10269 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10270 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10271 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10275 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10276 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10278 if (planenum2 == planenum)
10280 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);
10283 if (tempnumpoints < 3)
10285 // generate elements forming a triangle fan for this polygon
10286 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10290 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)
10292 texturelayer_t *layer;
10293 layer = t->currentlayers + t->currentnumlayers++;
10294 layer->type = type;
10295 layer->depthmask = depthmask;
10296 layer->blendfunc1 = blendfunc1;
10297 layer->blendfunc2 = blendfunc2;
10298 layer->texture = texture;
10299 layer->texmatrix = *matrix;
10300 layer->color[0] = r;
10301 layer->color[1] = g;
10302 layer->color[2] = b;
10303 layer->color[3] = a;
10306 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10308 if(parms[0] == 0 && parms[1] == 0)
10310 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10311 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10316 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10319 index = parms[2] + r_refdef.scene.time * parms[3];
10320 index -= floor(index);
10321 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10324 case Q3WAVEFUNC_NONE:
10325 case Q3WAVEFUNC_NOISE:
10326 case Q3WAVEFUNC_COUNT:
10329 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10330 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10331 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10332 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10333 case Q3WAVEFUNC_TRIANGLE:
10335 f = index - floor(index);
10338 else if (index < 2)
10340 else if (index < 3)
10346 f = parms[0] + parms[1] * f;
10347 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10348 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10352 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10357 matrix4x4_t matrix, temp;
10358 switch(tcmod->tcmod)
10360 case Q3TCMOD_COUNT:
10362 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10363 matrix = r_waterscrollmatrix;
10365 matrix = identitymatrix;
10367 case Q3TCMOD_ENTITYTRANSLATE:
10368 // this is used in Q3 to allow the gamecode to control texcoord
10369 // scrolling on the entity, which is not supported in darkplaces yet.
10370 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10372 case Q3TCMOD_ROTATE:
10373 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10374 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10375 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10377 case Q3TCMOD_SCALE:
10378 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10380 case Q3TCMOD_SCROLL:
10381 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10383 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10384 w = (int) tcmod->parms[0];
10385 h = (int) tcmod->parms[1];
10386 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10388 idx = (int) floor(f * w * h);
10389 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10391 case Q3TCMOD_STRETCH:
10392 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10393 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10395 case Q3TCMOD_TRANSFORM:
10396 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10397 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10398 VectorSet(tcmat + 6, 0 , 0 , 1);
10399 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10400 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10402 case Q3TCMOD_TURBULENT:
10403 // this is handled in the RSurf_PrepareVertices function
10404 matrix = identitymatrix;
10408 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10411 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10413 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10414 char name[MAX_QPATH];
10415 skinframe_t *skinframe;
10416 unsigned char pixels[296*194];
10417 strlcpy(cache->name, skinname, sizeof(cache->name));
10418 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10419 if (developer_loading.integer)
10420 Con_Printf("loading %s\n", name);
10421 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10422 if (!skinframe || !skinframe->base)
10425 fs_offset_t filesize;
10427 f = FS_LoadFile(name, tempmempool, true, &filesize);
10430 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10431 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10435 cache->skinframe = skinframe;
10438 texture_t *R_GetCurrentTexture(texture_t *t)
10441 const entity_render_t *ent = rsurface.entity;
10442 dp_model_t *model = ent->model;
10443 q3shaderinfo_layer_tcmod_t *tcmod;
10445 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10446 return t->currentframe;
10447 t->update_lastrenderframe = r_textureframe;
10448 t->update_lastrenderentity = (void *)ent;
10450 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10451 t->camera_entity = ent->entitynumber;
10453 t->camera_entity = 0;
10455 // switch to an alternate material if this is a q1bsp animated material
10457 texture_t *texture = t;
10458 int s = rsurface.ent_skinnum;
10459 if ((unsigned int)s >= (unsigned int)model->numskins)
10461 if (model->skinscenes)
10463 if (model->skinscenes[s].framecount > 1)
10464 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10466 s = model->skinscenes[s].firstframe;
10469 t = t + s * model->num_surfaces;
10472 // use an alternate animation if the entity's frame is not 0,
10473 // and only if the texture has an alternate animation
10474 if (rsurface.ent_alttextures && t->anim_total[1])
10475 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10477 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10479 texture->currentframe = t;
10482 // update currentskinframe to be a qw skin or animation frame
10483 if (rsurface.ent_qwskin >= 0)
10485 i = rsurface.ent_qwskin;
10486 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10488 r_qwskincache_size = cl.maxclients;
10490 Mem_Free(r_qwskincache);
10491 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10493 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10494 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10495 t->currentskinframe = r_qwskincache[i].skinframe;
10496 if (t->currentskinframe == NULL)
10497 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10499 else if (t->numskinframes >= 2)
10500 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10501 if (t->backgroundnumskinframes >= 2)
10502 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10504 t->currentmaterialflags = t->basematerialflags;
10505 t->currentalpha = rsurface.colormod[3];
10506 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10507 t->currentalpha *= r_wateralpha.value;
10508 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10509 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10510 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10511 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10512 if (!(rsurface.ent_flags & RENDER_LIGHT))
10513 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10514 else if (FAKELIGHT_ENABLED)
10516 // no modellight if using fakelight for the map
10518 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10520 // pick a model lighting mode
10521 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10522 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10524 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10526 if (rsurface.ent_flags & RENDER_ADDITIVE)
10527 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10528 else if (t->currentalpha < 1)
10529 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10530 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10531 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10532 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10533 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10534 if (t->backgroundnumskinframes)
10535 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10536 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10538 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10539 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10542 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10543 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10544 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10546 // there is no tcmod
10547 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10549 t->currenttexmatrix = r_waterscrollmatrix;
10550 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10552 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10554 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10555 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10558 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10559 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10560 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10561 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10563 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10564 if (t->currentskinframe->qpixels)
10565 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10566 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10567 if (!t->basetexture)
10568 t->basetexture = r_texture_notexture;
10569 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10570 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10571 t->nmaptexture = t->currentskinframe->nmap;
10572 if (!t->nmaptexture)
10573 t->nmaptexture = r_texture_blanknormalmap;
10574 t->glosstexture = r_texture_black;
10575 t->glowtexture = t->currentskinframe->glow;
10576 t->fogtexture = t->currentskinframe->fog;
10577 t->reflectmasktexture = t->currentskinframe->reflect;
10578 if (t->backgroundnumskinframes)
10580 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10581 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10582 t->backgroundglosstexture = r_texture_black;
10583 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10584 if (!t->backgroundnmaptexture)
10585 t->backgroundnmaptexture = r_texture_blanknormalmap;
10589 t->backgroundbasetexture = r_texture_white;
10590 t->backgroundnmaptexture = r_texture_blanknormalmap;
10591 t->backgroundglosstexture = r_texture_black;
10592 t->backgroundglowtexture = NULL;
10594 t->specularpower = r_shadow_glossexponent.value;
10595 // TODO: store reference values for these in the texture?
10596 t->specularscale = 0;
10597 if (r_shadow_gloss.integer > 0)
10599 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10601 if (r_shadow_glossintensity.value > 0)
10603 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10604 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10605 t->specularscale = r_shadow_glossintensity.value;
10608 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10610 t->glosstexture = r_texture_white;
10611 t->backgroundglosstexture = r_texture_white;
10612 t->specularscale = r_shadow_gloss2intensity.value;
10613 t->specularpower = r_shadow_gloss2exponent.value;
10616 t->specularscale *= t->specularscalemod;
10617 t->specularpower *= t->specularpowermod;
10619 // lightmaps mode looks bad with dlights using actual texturing, so turn
10620 // off the colormap and glossmap, but leave the normalmap on as it still
10621 // accurately represents the shading involved
10622 if (gl_lightmaps.integer)
10624 t->basetexture = r_texture_grey128;
10625 t->pantstexture = r_texture_black;
10626 t->shirttexture = r_texture_black;
10627 t->nmaptexture = r_texture_blanknormalmap;
10628 t->glosstexture = r_texture_black;
10629 t->glowtexture = NULL;
10630 t->fogtexture = NULL;
10631 t->reflectmasktexture = NULL;
10632 t->backgroundbasetexture = NULL;
10633 t->backgroundnmaptexture = r_texture_blanknormalmap;
10634 t->backgroundglosstexture = r_texture_black;
10635 t->backgroundglowtexture = NULL;
10636 t->specularscale = 0;
10637 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10640 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10641 VectorClear(t->dlightcolor);
10642 t->currentnumlayers = 0;
10643 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10645 int blendfunc1, blendfunc2;
10646 qboolean depthmask;
10647 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10649 blendfunc1 = GL_SRC_ALPHA;
10650 blendfunc2 = GL_ONE;
10652 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10654 blendfunc1 = GL_SRC_ALPHA;
10655 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10657 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10659 blendfunc1 = t->customblendfunc[0];
10660 blendfunc2 = t->customblendfunc[1];
10664 blendfunc1 = GL_ONE;
10665 blendfunc2 = GL_ZERO;
10667 // don't colormod evilblend textures
10668 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10669 VectorSet(t->lightmapcolor, 1, 1, 1);
10670 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10671 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10673 // fullbright is not affected by r_refdef.lightmapintensity
10674 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]);
10675 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10676 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]);
10677 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10678 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]);
10682 vec3_t ambientcolor;
10684 // set the color tint used for lights affecting this surface
10685 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10687 // q3bsp has no lightmap updates, so the lightstylevalue that
10688 // would normally be baked into the lightmap must be
10689 // applied to the color
10690 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10691 if (model->type == mod_brushq3)
10692 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10693 colorscale *= r_refdef.lightmapintensity;
10694 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10695 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10696 // basic lit geometry
10697 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]);
10698 // add pants/shirt if needed
10699 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10700 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]);
10701 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10702 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]);
10703 // now add ambient passes if needed
10704 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10706 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]);
10707 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10708 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]);
10709 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10710 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]);
10713 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10714 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]);
10715 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10717 // if this is opaque use alpha blend which will darken the earlier
10720 // if this is an alpha blended material, all the earlier passes
10721 // were darkened by fog already, so we only need to add the fog
10722 // color ontop through the fog mask texture
10724 // if this is an additive blended material, all the earlier passes
10725 // were darkened by fog already, and we should not add fog color
10726 // (because the background was not darkened, there is no fog color
10727 // that was lost behind it).
10728 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]);
10732 return t->currentframe;
10735 rsurfacestate_t rsurface;
10737 void R_Mesh_ResizeArrays(int newvertices)
10739 unsigned char *base;
10741 if (rsurface.array_size >= newvertices)
10743 if (rsurface.array_base)
10744 Mem_Free(rsurface.array_base);
10745 rsurface.array_size = (newvertices + 1023) & ~1023;
10747 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10748 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10749 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10750 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10751 size += rsurface.array_size * sizeof(float[3]);
10752 size += rsurface.array_size * sizeof(float[3]);
10753 size += rsurface.array_size * sizeof(float[3]);
10754 size += rsurface.array_size * sizeof(float[3]);
10755 size += rsurface.array_size * sizeof(float[3]);
10756 size += rsurface.array_size * sizeof(float[3]);
10757 size += rsurface.array_size * sizeof(float[3]);
10758 size += rsurface.array_size * sizeof(float[3]);
10759 size += rsurface.array_size * sizeof(float[4]);
10760 size += rsurface.array_size * sizeof(float[2]);
10761 size += rsurface.array_size * sizeof(float[2]);
10762 size += rsurface.array_size * sizeof(float[4]);
10763 size += rsurface.array_size * sizeof(int[3]);
10764 size += rsurface.array_size * sizeof(unsigned short[3]);
10765 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10766 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10767 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10768 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10769 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10770 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10771 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10772 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10773 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10774 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10775 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10776 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10777 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10778 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10779 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10780 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10781 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10782 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10783 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10786 void RSurf_ActiveWorldEntity(void)
10788 dp_model_t *model = r_refdef.scene.worldmodel;
10789 //if (rsurface.entity == r_refdef.scene.worldentity)
10791 rsurface.entity = r_refdef.scene.worldentity;
10792 rsurface.skeleton = NULL;
10793 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10794 rsurface.ent_skinnum = 0;
10795 rsurface.ent_qwskin = -1;
10796 rsurface.ent_shadertime = 0;
10797 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10798 if (rsurface.array_size < model->surfmesh.num_vertices)
10799 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10800 rsurface.matrix = identitymatrix;
10801 rsurface.inversematrix = identitymatrix;
10802 rsurface.matrixscale = 1;
10803 rsurface.inversematrixscale = 1;
10804 R_EntityMatrix(&identitymatrix);
10805 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10806 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10807 rsurface.fograngerecip = r_refdef.fograngerecip;
10808 rsurface.fogheightfade = r_refdef.fogheightfade;
10809 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10810 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10811 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10812 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10813 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10814 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10815 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10816 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10817 rsurface.colormod[3] = 1;
10818 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);
10819 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10820 rsurface.frameblend[0].lerp = 1;
10821 rsurface.ent_alttextures = false;
10822 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10823 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10824 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10825 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10826 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10827 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10828 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10829 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10830 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10831 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10832 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10833 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10834 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10835 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10836 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10837 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10838 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10839 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10840 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10841 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10842 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10843 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10844 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10845 rsurface.modelelement3i = model->surfmesh.data_element3i;
10846 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10847 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10848 rsurface.modelelement3s = model->surfmesh.data_element3s;
10849 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10850 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10851 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10852 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10853 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10854 rsurface.modelsurfaces = model->data_surfaces;
10855 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10856 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10857 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10858 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10859 rsurface.modelgeneratedvertex = false;
10860 rsurface.batchgeneratedvertex = false;
10861 rsurface.batchfirstvertex = 0;
10862 rsurface.batchnumvertices = 0;
10863 rsurface.batchfirsttriangle = 0;
10864 rsurface.batchnumtriangles = 0;
10865 rsurface.batchvertex3f = NULL;
10866 rsurface.batchvertex3f_vertexbuffer = NULL;
10867 rsurface.batchvertex3f_bufferoffset = 0;
10868 rsurface.batchsvector3f = NULL;
10869 rsurface.batchsvector3f_vertexbuffer = NULL;
10870 rsurface.batchsvector3f_bufferoffset = 0;
10871 rsurface.batchtvector3f = NULL;
10872 rsurface.batchtvector3f_vertexbuffer = NULL;
10873 rsurface.batchtvector3f_bufferoffset = 0;
10874 rsurface.batchnormal3f = NULL;
10875 rsurface.batchnormal3f_vertexbuffer = NULL;
10876 rsurface.batchnormal3f_bufferoffset = 0;
10877 rsurface.batchlightmapcolor4f = NULL;
10878 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10879 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10880 rsurface.batchtexcoordtexture2f = NULL;
10881 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10882 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10883 rsurface.batchtexcoordlightmap2f = NULL;
10884 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10885 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10886 rsurface.batchvertexmesh = NULL;
10887 rsurface.batchvertexmeshbuffer = NULL;
10888 rsurface.batchvertexposition = NULL;
10889 rsurface.batchvertexpositionbuffer = NULL;
10890 rsurface.batchelement3i = NULL;
10891 rsurface.batchelement3i_indexbuffer = NULL;
10892 rsurface.batchelement3i_bufferoffset = 0;
10893 rsurface.batchelement3s = NULL;
10894 rsurface.batchelement3s_indexbuffer = NULL;
10895 rsurface.batchelement3s_bufferoffset = 0;
10896 rsurface.passcolor4f = NULL;
10897 rsurface.passcolor4f_vertexbuffer = NULL;
10898 rsurface.passcolor4f_bufferoffset = 0;
10901 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10903 dp_model_t *model = ent->model;
10904 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10906 rsurface.entity = (entity_render_t *)ent;
10907 rsurface.skeleton = ent->skeleton;
10908 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10909 rsurface.ent_skinnum = ent->skinnum;
10910 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;
10911 rsurface.ent_shadertime = ent->shadertime;
10912 rsurface.ent_flags = ent->flags;
10913 if (rsurface.array_size < model->surfmesh.num_vertices)
10914 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10915 rsurface.matrix = ent->matrix;
10916 rsurface.inversematrix = ent->inversematrix;
10917 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10918 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10919 R_EntityMatrix(&rsurface.matrix);
10920 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10921 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10922 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10923 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10924 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10925 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10926 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10927 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10928 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10929 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10930 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10931 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10932 rsurface.colormod[3] = ent->alpha;
10933 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10934 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10935 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10936 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10937 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10938 if (ent->model->brush.submodel && !prepass)
10940 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10941 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10943 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10945 if (ent->animcache_vertex3f && !r_framedata_failed)
10947 rsurface.modelvertex3f = ent->animcache_vertex3f;
10948 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10949 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10950 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10951 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10952 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10953 rsurface.modelvertexposition = ent->animcache_vertexposition;
10954 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10956 else if (wanttangents)
10958 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10959 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10960 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10961 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10962 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10963 rsurface.modelvertexmesh = NULL;
10964 rsurface.modelvertexmeshbuffer = NULL;
10965 rsurface.modelvertexposition = NULL;
10966 rsurface.modelvertexpositionbuffer = NULL;
10968 else if (wantnormals)
10970 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10971 rsurface.modelsvector3f = NULL;
10972 rsurface.modeltvector3f = NULL;
10973 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10974 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10975 rsurface.modelvertexmesh = NULL;
10976 rsurface.modelvertexmeshbuffer = NULL;
10977 rsurface.modelvertexposition = NULL;
10978 rsurface.modelvertexpositionbuffer = NULL;
10982 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10983 rsurface.modelsvector3f = NULL;
10984 rsurface.modeltvector3f = NULL;
10985 rsurface.modelnormal3f = NULL;
10986 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10987 rsurface.modelvertexmesh = NULL;
10988 rsurface.modelvertexmeshbuffer = NULL;
10989 rsurface.modelvertexposition = NULL;
10990 rsurface.modelvertexpositionbuffer = NULL;
10992 rsurface.modelvertex3f_vertexbuffer = 0;
10993 rsurface.modelvertex3f_bufferoffset = 0;
10994 rsurface.modelsvector3f_vertexbuffer = 0;
10995 rsurface.modelsvector3f_bufferoffset = 0;
10996 rsurface.modeltvector3f_vertexbuffer = 0;
10997 rsurface.modeltvector3f_bufferoffset = 0;
10998 rsurface.modelnormal3f_vertexbuffer = 0;
10999 rsurface.modelnormal3f_bufferoffset = 0;
11000 rsurface.modelgeneratedvertex = true;
11004 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11005 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11006 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11007 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11008 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11009 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11010 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11011 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11012 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11013 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11014 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11015 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11016 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11017 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11018 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11019 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11020 rsurface.modelgeneratedvertex = false;
11022 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11023 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11024 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11025 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11026 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11027 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11028 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11029 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11030 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11031 rsurface.modelelement3i = model->surfmesh.data_element3i;
11032 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11033 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11034 rsurface.modelelement3s = model->surfmesh.data_element3s;
11035 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11036 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11037 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11038 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11039 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11040 rsurface.modelsurfaces = model->data_surfaces;
11041 rsurface.batchgeneratedvertex = false;
11042 rsurface.batchfirstvertex = 0;
11043 rsurface.batchnumvertices = 0;
11044 rsurface.batchfirsttriangle = 0;
11045 rsurface.batchnumtriangles = 0;
11046 rsurface.batchvertex3f = NULL;
11047 rsurface.batchvertex3f_vertexbuffer = NULL;
11048 rsurface.batchvertex3f_bufferoffset = 0;
11049 rsurface.batchsvector3f = NULL;
11050 rsurface.batchsvector3f_vertexbuffer = NULL;
11051 rsurface.batchsvector3f_bufferoffset = 0;
11052 rsurface.batchtvector3f = NULL;
11053 rsurface.batchtvector3f_vertexbuffer = NULL;
11054 rsurface.batchtvector3f_bufferoffset = 0;
11055 rsurface.batchnormal3f = NULL;
11056 rsurface.batchnormal3f_vertexbuffer = NULL;
11057 rsurface.batchnormal3f_bufferoffset = 0;
11058 rsurface.batchlightmapcolor4f = NULL;
11059 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11060 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11061 rsurface.batchtexcoordtexture2f = NULL;
11062 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11063 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11064 rsurface.batchtexcoordlightmap2f = NULL;
11065 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11066 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11067 rsurface.batchvertexmesh = NULL;
11068 rsurface.batchvertexmeshbuffer = NULL;
11069 rsurface.batchvertexposition = NULL;
11070 rsurface.batchvertexpositionbuffer = NULL;
11071 rsurface.batchelement3i = NULL;
11072 rsurface.batchelement3i_indexbuffer = NULL;
11073 rsurface.batchelement3i_bufferoffset = 0;
11074 rsurface.batchelement3s = NULL;
11075 rsurface.batchelement3s_indexbuffer = NULL;
11076 rsurface.batchelement3s_bufferoffset = 0;
11077 rsurface.passcolor4f = NULL;
11078 rsurface.passcolor4f_vertexbuffer = NULL;
11079 rsurface.passcolor4f_bufferoffset = 0;
11082 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)
11086 rsurface.entity = r_refdef.scene.worldentity;
11087 rsurface.skeleton = NULL;
11088 rsurface.ent_skinnum = 0;
11089 rsurface.ent_qwskin = -1;
11090 rsurface.ent_shadertime = shadertime;
11091 rsurface.ent_flags = entflags;
11092 rsurface.modelnumvertices = numvertices;
11093 rsurface.modelnumtriangles = numtriangles;
11094 if (rsurface.array_size < rsurface.modelnumvertices)
11095 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11096 rsurface.matrix = *matrix;
11097 rsurface.inversematrix = *inversematrix;
11098 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11099 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11100 R_EntityMatrix(&rsurface.matrix);
11101 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11102 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11103 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11104 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11105 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11106 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11107 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11108 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11109 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11110 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11111 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11112 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11113 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);
11114 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11115 rsurface.frameblend[0].lerp = 1;
11116 rsurface.ent_alttextures = false;
11117 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11118 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11121 rsurface.modelvertex3f = vertex3f;
11122 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11123 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11124 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11126 else if (wantnormals)
11128 rsurface.modelvertex3f = vertex3f;
11129 rsurface.modelsvector3f = NULL;
11130 rsurface.modeltvector3f = NULL;
11131 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11135 rsurface.modelvertex3f = vertex3f;
11136 rsurface.modelsvector3f = NULL;
11137 rsurface.modeltvector3f = NULL;
11138 rsurface.modelnormal3f = NULL;
11140 rsurface.modelvertexmesh = NULL;
11141 rsurface.modelvertexmeshbuffer = NULL;
11142 rsurface.modelvertexposition = NULL;
11143 rsurface.modelvertexpositionbuffer = NULL;
11144 rsurface.modelvertex3f_vertexbuffer = 0;
11145 rsurface.modelvertex3f_bufferoffset = 0;
11146 rsurface.modelsvector3f_vertexbuffer = 0;
11147 rsurface.modelsvector3f_bufferoffset = 0;
11148 rsurface.modeltvector3f_vertexbuffer = 0;
11149 rsurface.modeltvector3f_bufferoffset = 0;
11150 rsurface.modelnormal3f_vertexbuffer = 0;
11151 rsurface.modelnormal3f_bufferoffset = 0;
11152 rsurface.modelgeneratedvertex = true;
11153 rsurface.modellightmapcolor4f = color4f;
11154 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11155 rsurface.modellightmapcolor4f_bufferoffset = 0;
11156 rsurface.modeltexcoordtexture2f = texcoord2f;
11157 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11158 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11159 rsurface.modeltexcoordlightmap2f = NULL;
11160 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11161 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11162 rsurface.modelelement3i = element3i;
11163 rsurface.modelelement3i_indexbuffer = NULL;
11164 rsurface.modelelement3i_bufferoffset = 0;
11165 rsurface.modelelement3s = element3s;
11166 rsurface.modelelement3s_indexbuffer = NULL;
11167 rsurface.modelelement3s_bufferoffset = 0;
11168 rsurface.modellightmapoffsets = NULL;
11169 rsurface.modelsurfaces = NULL;
11170 rsurface.batchgeneratedvertex = false;
11171 rsurface.batchfirstvertex = 0;
11172 rsurface.batchnumvertices = 0;
11173 rsurface.batchfirsttriangle = 0;
11174 rsurface.batchnumtriangles = 0;
11175 rsurface.batchvertex3f = NULL;
11176 rsurface.batchvertex3f_vertexbuffer = NULL;
11177 rsurface.batchvertex3f_bufferoffset = 0;
11178 rsurface.batchsvector3f = NULL;
11179 rsurface.batchsvector3f_vertexbuffer = NULL;
11180 rsurface.batchsvector3f_bufferoffset = 0;
11181 rsurface.batchtvector3f = NULL;
11182 rsurface.batchtvector3f_vertexbuffer = NULL;
11183 rsurface.batchtvector3f_bufferoffset = 0;
11184 rsurface.batchnormal3f = NULL;
11185 rsurface.batchnormal3f_vertexbuffer = NULL;
11186 rsurface.batchnormal3f_bufferoffset = 0;
11187 rsurface.batchlightmapcolor4f = NULL;
11188 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11189 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11190 rsurface.batchtexcoordtexture2f = NULL;
11191 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11192 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11193 rsurface.batchtexcoordlightmap2f = NULL;
11194 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11195 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11196 rsurface.batchvertexmesh = NULL;
11197 rsurface.batchvertexmeshbuffer = NULL;
11198 rsurface.batchvertexposition = NULL;
11199 rsurface.batchvertexpositionbuffer = NULL;
11200 rsurface.batchelement3i = NULL;
11201 rsurface.batchelement3i_indexbuffer = NULL;
11202 rsurface.batchelement3i_bufferoffset = 0;
11203 rsurface.batchelement3s = NULL;
11204 rsurface.batchelement3s_indexbuffer = NULL;
11205 rsurface.batchelement3s_bufferoffset = 0;
11206 rsurface.passcolor4f = NULL;
11207 rsurface.passcolor4f_vertexbuffer = NULL;
11208 rsurface.passcolor4f_bufferoffset = 0;
11210 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11212 if ((wantnormals || wanttangents) && !normal3f)
11214 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11215 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11217 if (wanttangents && !svector3f)
11219 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11220 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11221 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11225 // now convert arrays into vertexmesh structs
11226 for (i = 0;i < numvertices;i++)
11228 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11229 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11230 if (rsurface.modelsvector3f)
11231 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11232 if (rsurface.modeltvector3f)
11233 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11234 if (rsurface.modelnormal3f)
11235 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11236 if (rsurface.modellightmapcolor4f)
11237 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11238 if (rsurface.modeltexcoordtexture2f)
11239 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11240 if (rsurface.modeltexcoordlightmap2f)
11241 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11245 float RSurf_FogPoint(const float *v)
11247 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11248 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11249 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11250 float FogHeightFade = r_refdef.fogheightfade;
11252 unsigned int fogmasktableindex;
11253 if (r_refdef.fogplaneviewabove)
11254 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11256 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11257 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11261 float RSurf_FogVertex(const float *v)
11263 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11264 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11265 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11266 float FogHeightFade = rsurface.fogheightfade;
11268 unsigned int fogmasktableindex;
11269 if (r_refdef.fogplaneviewabove)
11270 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11272 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11273 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11274 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11277 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11280 for (i = 0;i < numelements;i++)
11281 outelement3i[i] = inelement3i[i] + adjust;
11284 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11285 extern cvar_t gl_vbo;
11286 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11294 int surfacefirsttriangle;
11295 int surfacenumtriangles;
11296 int surfacefirstvertex;
11297 int surfaceendvertex;
11298 int surfacenumvertices;
11302 qboolean dynamicvertex;
11306 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11307 float waveparms[4];
11308 q3shaderinfo_deform_t *deform;
11309 const msurface_t *surface, *firstsurface;
11310 r_vertexposition_t *vertexposition;
11311 r_vertexmesh_t *vertexmesh;
11312 if (!texturenumsurfaces)
11314 // find vertex range of this surface batch
11316 firstsurface = texturesurfacelist[0];
11317 firsttriangle = firstsurface->num_firsttriangle;
11319 firstvertex = endvertex = firstsurface->num_firstvertex;
11320 for (i = 0;i < texturenumsurfaces;i++)
11322 surface = texturesurfacelist[i];
11323 if (surface != firstsurface + i)
11325 surfacefirstvertex = surface->num_firstvertex;
11326 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11327 surfacenumtriangles = surface->num_triangles;
11328 if (firstvertex > surfacefirstvertex)
11329 firstvertex = surfacefirstvertex;
11330 if (endvertex < surfaceendvertex)
11331 endvertex = surfaceendvertex;
11332 numtriangles += surfacenumtriangles;
11337 // we now know the vertex range used, and if there are any gaps in it
11338 rsurface.batchfirstvertex = firstvertex;
11339 rsurface.batchnumvertices = endvertex - firstvertex;
11340 rsurface.batchfirsttriangle = firsttriangle;
11341 rsurface.batchnumtriangles = numtriangles;
11343 // this variable holds flags for which properties have been updated that
11344 // may require regenerating vertexmesh or vertexposition arrays...
11347 // check if any dynamic vertex processing must occur
11348 dynamicvertex = false;
11350 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11351 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11352 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11354 switch (deform->deform)
11357 case Q3DEFORM_PROJECTIONSHADOW:
11358 case Q3DEFORM_TEXT0:
11359 case Q3DEFORM_TEXT1:
11360 case Q3DEFORM_TEXT2:
11361 case Q3DEFORM_TEXT3:
11362 case Q3DEFORM_TEXT4:
11363 case Q3DEFORM_TEXT5:
11364 case Q3DEFORM_TEXT6:
11365 case Q3DEFORM_TEXT7:
11366 case Q3DEFORM_NONE:
11368 case Q3DEFORM_AUTOSPRITE:
11369 dynamicvertex = true;
11370 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11371 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11373 case Q3DEFORM_AUTOSPRITE2:
11374 dynamicvertex = true;
11375 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11376 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11378 case Q3DEFORM_NORMAL:
11379 dynamicvertex = true;
11380 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11381 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11383 case Q3DEFORM_WAVE:
11384 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11385 break; // if wavefunc is a nop, ignore this transform
11386 dynamicvertex = true;
11387 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11388 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11390 case Q3DEFORM_BULGE:
11391 dynamicvertex = true;
11392 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11393 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11395 case Q3DEFORM_MOVE:
11396 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11397 break; // if wavefunc is a nop, ignore this transform
11398 dynamicvertex = true;
11399 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11400 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11404 switch(rsurface.texture->tcgen.tcgen)
11407 case Q3TCGEN_TEXTURE:
11409 case Q3TCGEN_LIGHTMAP:
11410 dynamicvertex = true;
11411 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11412 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11414 case Q3TCGEN_VECTOR:
11415 dynamicvertex = true;
11416 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11417 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11419 case Q3TCGEN_ENVIRONMENT:
11420 dynamicvertex = true;
11421 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11422 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11425 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11427 dynamicvertex = true;
11428 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11429 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11432 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11434 dynamicvertex = true;
11435 batchneed |= BATCHNEED_NOGAPS;
11436 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11439 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11441 dynamicvertex = true;
11442 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11443 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11446 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11448 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11449 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11450 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11451 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11452 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11453 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11454 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11457 // when the model data has no vertex buffer (dynamic mesh), we need to
11459 if (!rsurface.modelvertexmeshbuffer)
11460 batchneed |= BATCHNEED_NOGAPS;
11462 // if needsupdate, we have to do a dynamic vertex batch for sure
11463 if (needsupdate & batchneed)
11464 dynamicvertex = true;
11466 // see if we need to build vertexmesh from arrays
11467 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11468 dynamicvertex = true;
11470 // see if we need to build vertexposition from arrays
11471 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11472 dynamicvertex = true;
11474 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11475 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11476 dynamicvertex = true;
11478 // if there is a chance of animated vertex colors, it's a dynamic batch
11479 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11480 dynamicvertex = true;
11482 rsurface.batchvertex3f = rsurface.modelvertex3f;
11483 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11484 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11485 rsurface.batchsvector3f = rsurface.modelsvector3f;
11486 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11487 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11488 rsurface.batchtvector3f = rsurface.modeltvector3f;
11489 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11490 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11491 rsurface.batchnormal3f = rsurface.modelnormal3f;
11492 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11493 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11494 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11495 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11496 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11497 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11498 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11499 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11500 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11501 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11502 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11503 rsurface.batchvertexposition = rsurface.modelvertexposition;
11504 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11505 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11506 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11507 rsurface.batchelement3i = rsurface.modelelement3i;
11508 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11509 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11510 rsurface.batchelement3s = rsurface.modelelement3s;
11511 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11512 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11514 // if any dynamic vertex processing has to occur in software, we copy the
11515 // entire surface list together before processing to rebase the vertices
11516 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11518 // if any gaps exist and we do not have a static vertex buffer, we have to
11519 // copy the surface list together to avoid wasting upload bandwidth on the
11520 // vertices in the gaps.
11522 // if gaps exist and we have a static vertex buffer, we still have to
11523 // combine the index buffer ranges into one dynamic index buffer.
11525 // in all cases we end up with data that can be drawn in one call.
11527 if (!dynamicvertex)
11529 // static vertex data, just set pointers...
11530 rsurface.batchgeneratedvertex = false;
11531 // if there are gaps, we want to build a combined index buffer,
11532 // otherwise use the original static buffer with an appropriate offset
11537 for (i = 0;i < texturenumsurfaces;i++)
11539 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11540 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11541 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11542 numtriangles += surfacenumtriangles;
11544 rsurface.batchelement3i = rsurface.array_batchelement3i;
11545 rsurface.batchelement3i_indexbuffer = NULL;
11546 rsurface.batchelement3i_bufferoffset = 0;
11547 rsurface.batchelement3s = NULL;
11548 rsurface.batchelement3s_indexbuffer = NULL;
11549 rsurface.batchelement3s_bufferoffset = 0;
11550 if (endvertex <= 65536)
11552 rsurface.batchelement3s = rsurface.array_batchelement3s;
11553 for (i = 0;i < numtriangles*3;i++)
11554 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11556 rsurface.batchfirsttriangle = firsttriangle;
11557 rsurface.batchnumtriangles = numtriangles;
11562 // something needs software processing, do it for real...
11563 // we only directly handle interleaved array data in this case...
11564 rsurface.batchgeneratedvertex = true;
11566 // now copy the vertex data into a combined array and make an index array
11567 // (this is what Quake3 does all the time)
11568 //if (gaps || rsurface.batchfirstvertex)
11570 rsurface.batchvertexposition = NULL;
11571 rsurface.batchvertexpositionbuffer = NULL;
11572 rsurface.batchvertexmesh = NULL;
11573 rsurface.batchvertexmeshbuffer = NULL;
11574 rsurface.batchvertex3f = NULL;
11575 rsurface.batchvertex3f_vertexbuffer = NULL;
11576 rsurface.batchvertex3f_bufferoffset = 0;
11577 rsurface.batchsvector3f = NULL;
11578 rsurface.batchsvector3f_vertexbuffer = NULL;
11579 rsurface.batchsvector3f_bufferoffset = 0;
11580 rsurface.batchtvector3f = NULL;
11581 rsurface.batchtvector3f_vertexbuffer = NULL;
11582 rsurface.batchtvector3f_bufferoffset = 0;
11583 rsurface.batchnormal3f = NULL;
11584 rsurface.batchnormal3f_vertexbuffer = NULL;
11585 rsurface.batchnormal3f_bufferoffset = 0;
11586 rsurface.batchlightmapcolor4f = NULL;
11587 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11588 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11589 rsurface.batchtexcoordtexture2f = NULL;
11590 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11591 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11592 rsurface.batchtexcoordlightmap2f = NULL;
11593 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11594 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11595 rsurface.batchelement3i = rsurface.array_batchelement3i;
11596 rsurface.batchelement3i_indexbuffer = NULL;
11597 rsurface.batchelement3i_bufferoffset = 0;
11598 rsurface.batchelement3s = NULL;
11599 rsurface.batchelement3s_indexbuffer = NULL;
11600 rsurface.batchelement3s_bufferoffset = 0;
11601 // we'll only be setting up certain arrays as needed
11602 if (batchneed & BATCHNEED_VERTEXPOSITION)
11603 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11604 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11605 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11606 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11607 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11608 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11609 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11610 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11612 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11613 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11615 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11616 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11617 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11618 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11619 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11620 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11623 for (i = 0;i < texturenumsurfaces;i++)
11625 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11626 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11627 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11628 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11629 // copy only the data requested
11630 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11631 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11632 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11633 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11634 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11636 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11637 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11638 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11639 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11640 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11642 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11643 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11645 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11646 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11647 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11648 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11649 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11650 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11652 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11653 numvertices += surfacenumvertices;
11654 numtriangles += surfacenumtriangles;
11657 // generate a 16bit index array as well if possible
11658 // (in general, dynamic batches fit)
11659 if (numvertices <= 65536)
11661 rsurface.batchelement3s = rsurface.array_batchelement3s;
11662 for (i = 0;i < numtriangles*3;i++)
11663 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11666 // since we've copied everything, the batch now starts at 0
11667 rsurface.batchfirstvertex = 0;
11668 rsurface.batchnumvertices = numvertices;
11669 rsurface.batchfirsttriangle = 0;
11670 rsurface.batchnumtriangles = numtriangles;
11673 // q1bsp surfaces rendered in vertex color mode have to have colors
11674 // calculated based on lightstyles
11675 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11677 // generate color arrays for the surfaces in this list
11681 const int *offsets;
11682 const unsigned char *lm;
11684 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11685 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11686 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11687 for (i = 0;i < texturenumsurfaces;i++)
11689 surface = texturesurfacelist[i];
11690 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11691 surfacenumvertices = surface->num_vertices;
11692 if (surface->lightmapinfo->samples)
11694 for (j = 0;j < surfacenumvertices;j++)
11696 lm = surface->lightmapinfo->samples + offsets[j];
11697 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11698 VectorScale(lm, scale, c);
11699 if (surface->lightmapinfo->styles[1] != 255)
11701 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11703 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11704 VectorMA(c, scale, lm, c);
11705 if (surface->lightmapinfo->styles[2] != 255)
11708 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11709 VectorMA(c, scale, lm, c);
11710 if (surface->lightmapinfo->styles[3] != 255)
11713 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11714 VectorMA(c, scale, lm, c);
11721 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11727 for (j = 0;j < surfacenumvertices;j++)
11729 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11736 // if vertices are deformed (sprite flares and things in maps, possibly
11737 // water waves, bulges and other deformations), modify the copied vertices
11739 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11741 switch (deform->deform)
11744 case Q3DEFORM_PROJECTIONSHADOW:
11745 case Q3DEFORM_TEXT0:
11746 case Q3DEFORM_TEXT1:
11747 case Q3DEFORM_TEXT2:
11748 case Q3DEFORM_TEXT3:
11749 case Q3DEFORM_TEXT4:
11750 case Q3DEFORM_TEXT5:
11751 case Q3DEFORM_TEXT6:
11752 case Q3DEFORM_TEXT7:
11753 case Q3DEFORM_NONE:
11755 case Q3DEFORM_AUTOSPRITE:
11756 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11757 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11758 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11759 VectorNormalize(newforward);
11760 VectorNormalize(newright);
11761 VectorNormalize(newup);
11762 // a single autosprite surface can contain multiple sprites...
11763 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11765 VectorClear(center);
11766 for (i = 0;i < 4;i++)
11767 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11768 VectorScale(center, 0.25f, center);
11769 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11770 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11771 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11772 for (i = 0;i < 4;i++)
11774 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11775 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11778 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11779 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11780 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11781 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11782 rsurface.batchvertex3f_vertexbuffer = NULL;
11783 rsurface.batchvertex3f_bufferoffset = 0;
11784 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11785 rsurface.batchsvector3f_vertexbuffer = NULL;
11786 rsurface.batchsvector3f_bufferoffset = 0;
11787 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11788 rsurface.batchtvector3f_vertexbuffer = NULL;
11789 rsurface.batchtvector3f_bufferoffset = 0;
11790 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11791 rsurface.batchnormal3f_vertexbuffer = NULL;
11792 rsurface.batchnormal3f_bufferoffset = 0;
11794 case Q3DEFORM_AUTOSPRITE2:
11795 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11796 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11797 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11798 VectorNormalize(newforward);
11799 VectorNormalize(newright);
11800 VectorNormalize(newup);
11802 const float *v1, *v2;
11812 memset(shortest, 0, sizeof(shortest));
11813 // a single autosprite surface can contain multiple sprites...
11814 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11816 VectorClear(center);
11817 for (i = 0;i < 4;i++)
11818 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11819 VectorScale(center, 0.25f, center);
11820 // find the two shortest edges, then use them to define the
11821 // axis vectors for rotating around the central axis
11822 for (i = 0;i < 6;i++)
11824 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11825 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11826 l = VectorDistance2(v1, v2);
11827 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11828 if (v1[2] != v2[2])
11829 l += (1.0f / 1024.0f);
11830 if (shortest[0].length2 > l || i == 0)
11832 shortest[1] = shortest[0];
11833 shortest[0].length2 = l;
11834 shortest[0].v1 = v1;
11835 shortest[0].v2 = v2;
11837 else if (shortest[1].length2 > l || i == 1)
11839 shortest[1].length2 = l;
11840 shortest[1].v1 = v1;
11841 shortest[1].v2 = v2;
11844 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11845 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11846 // this calculates the right vector from the shortest edge
11847 // and the up vector from the edge midpoints
11848 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11849 VectorNormalize(right);
11850 VectorSubtract(end, start, up);
11851 VectorNormalize(up);
11852 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11853 VectorSubtract(rsurface.localvieworigin, center, forward);
11854 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11855 VectorNegate(forward, forward);
11856 VectorReflect(forward, 0, up, forward);
11857 VectorNormalize(forward);
11858 CrossProduct(up, forward, newright);
11859 VectorNormalize(newright);
11860 // rotate the quad around the up axis vector, this is made
11861 // especially easy by the fact we know the quad is flat,
11862 // so we only have to subtract the center position and
11863 // measure distance along the right vector, and then
11864 // multiply that by the newright vector and add back the
11866 // we also need to subtract the old position to undo the
11867 // displacement from the center, which we do with a
11868 // DotProduct, the subtraction/addition of center is also
11869 // optimized into DotProducts here
11870 l = DotProduct(right, center);
11871 for (i = 0;i < 4;i++)
11873 v1 = rsurface.batchvertex3f + 3*(j+i);
11874 f = DotProduct(right, v1) - l;
11875 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11879 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11880 rsurface.batchvertex3f_vertexbuffer = NULL;
11881 rsurface.batchvertex3f_bufferoffset = 0;
11882 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11884 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11885 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11886 rsurface.batchnormal3f_vertexbuffer = NULL;
11887 rsurface.batchnormal3f_bufferoffset = 0;
11889 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11891 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11892 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11893 rsurface.batchsvector3f_vertexbuffer = NULL;
11894 rsurface.batchsvector3f_bufferoffset = 0;
11895 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11896 rsurface.batchtvector3f_vertexbuffer = NULL;
11897 rsurface.batchtvector3f_bufferoffset = 0;
11900 case Q3DEFORM_NORMAL:
11901 // deform the normals to make reflections wavey
11902 for (j = 0;j < rsurface.batchnumvertices;j++)
11905 float *normal = rsurface.array_batchnormal3f + 3*j;
11906 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11907 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11908 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11909 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11910 VectorNormalize(normal);
11912 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11913 rsurface.batchnormal3f_vertexbuffer = NULL;
11914 rsurface.batchnormal3f_bufferoffset = 0;
11915 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11917 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11918 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11919 rsurface.batchsvector3f_vertexbuffer = NULL;
11920 rsurface.batchsvector3f_bufferoffset = 0;
11921 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11922 rsurface.batchtvector3f_vertexbuffer = NULL;
11923 rsurface.batchtvector3f_bufferoffset = 0;
11926 case Q3DEFORM_WAVE:
11927 // deform vertex array to make wavey water and flags and such
11928 waveparms[0] = deform->waveparms[0];
11929 waveparms[1] = deform->waveparms[1];
11930 waveparms[2] = deform->waveparms[2];
11931 waveparms[3] = deform->waveparms[3];
11932 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11933 break; // if wavefunc is a nop, don't make a dynamic vertex array
11934 // this is how a divisor of vertex influence on deformation
11935 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11936 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11937 for (j = 0;j < rsurface.batchnumvertices;j++)
11939 // if the wavefunc depends on time, evaluate it per-vertex
11942 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11943 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11945 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11947 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11948 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11949 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11950 rsurface.batchvertex3f_vertexbuffer = NULL;
11951 rsurface.batchvertex3f_bufferoffset = 0;
11952 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11953 rsurface.batchnormal3f_vertexbuffer = NULL;
11954 rsurface.batchnormal3f_bufferoffset = 0;
11955 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11957 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11958 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11959 rsurface.batchsvector3f_vertexbuffer = NULL;
11960 rsurface.batchsvector3f_bufferoffset = 0;
11961 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11962 rsurface.batchtvector3f_vertexbuffer = NULL;
11963 rsurface.batchtvector3f_bufferoffset = 0;
11966 case Q3DEFORM_BULGE:
11967 // deform vertex array to make the surface have moving bulges
11968 for (j = 0;j < rsurface.batchnumvertices;j++)
11970 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11971 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11973 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11974 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11975 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11976 rsurface.batchvertex3f_vertexbuffer = NULL;
11977 rsurface.batchvertex3f_bufferoffset = 0;
11978 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11979 rsurface.batchnormal3f_vertexbuffer = NULL;
11980 rsurface.batchnormal3f_bufferoffset = 0;
11981 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11983 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11984 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11985 rsurface.batchsvector3f_vertexbuffer = NULL;
11986 rsurface.batchsvector3f_bufferoffset = 0;
11987 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11988 rsurface.batchtvector3f_vertexbuffer = NULL;
11989 rsurface.batchtvector3f_bufferoffset = 0;
11992 case Q3DEFORM_MOVE:
11993 // deform vertex array
11994 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11995 break; // if wavefunc is a nop, don't make a dynamic vertex array
11996 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11997 VectorScale(deform->parms, scale, waveparms);
11998 for (j = 0;j < rsurface.batchnumvertices;j++)
11999 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12000 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12001 rsurface.batchvertex3f_vertexbuffer = NULL;
12002 rsurface.batchvertex3f_bufferoffset = 0;
12007 // generate texcoords based on the chosen texcoord source
12008 switch(rsurface.texture->tcgen.tcgen)
12011 case Q3TCGEN_TEXTURE:
12013 case Q3TCGEN_LIGHTMAP:
12014 if (rsurface.batchtexcoordlightmap2f)
12015 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12016 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12017 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12018 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12020 case Q3TCGEN_VECTOR:
12021 for (j = 0;j < rsurface.batchnumvertices;j++)
12023 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12024 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12026 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12027 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12028 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12030 case Q3TCGEN_ENVIRONMENT:
12031 // make environment reflections using a spheremap
12032 for (j = 0;j < rsurface.batchnumvertices;j++)
12034 // identical to Q3A's method, but executed in worldspace so
12035 // carried models can be shiny too
12037 float viewer[3], d, reflected[3], worldreflected[3];
12039 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12040 // VectorNormalize(viewer);
12042 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12044 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12045 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12046 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12047 // note: this is proportinal to viewer, so we can normalize later
12049 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12050 VectorNormalize(worldreflected);
12052 // note: this sphere map only uses world x and z!
12053 // so positive and negative y will LOOK THE SAME.
12054 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12055 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12057 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12058 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12059 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12062 // the only tcmod that needs software vertex processing is turbulent, so
12063 // check for it here and apply the changes if needed
12064 // and we only support that as the first one
12065 // (handling a mixture of turbulent and other tcmods would be problematic
12066 // without punting it entirely to a software path)
12067 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12069 amplitude = rsurface.texture->tcmods[0].parms[1];
12070 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12071 for (j = 0;j < rsurface.batchnumvertices;j++)
12073 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12074 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12076 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12077 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12078 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12081 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12083 // convert the modified arrays to vertex structs
12084 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12085 rsurface.batchvertexmeshbuffer = NULL;
12086 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12087 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12088 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12089 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12090 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12091 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12092 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12094 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12096 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12097 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12100 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12101 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12102 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12103 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12104 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12105 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12106 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12107 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12108 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12111 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12113 // convert the modified arrays to vertex structs
12114 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12115 rsurface.batchvertexpositionbuffer = NULL;
12116 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12117 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12119 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12120 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12124 void RSurf_DrawBatch(void)
12126 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12129 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12131 // pick the closest matching water plane
12132 int planeindex, vertexindex, bestplaneindex = -1;
12136 r_waterstate_waterplane_t *p;
12138 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12140 if(p->camera_entity != rsurface.texture->camera_entity)
12143 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12144 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12146 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12147 d += fabs(PlaneDiff(vert, &p->plane));
12149 if (bestd > d || bestplaneindex < 0)
12152 bestplaneindex = planeindex;
12155 return bestplaneindex;
12158 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12161 for (i = 0;i < rsurface.batchnumvertices;i++)
12162 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12163 rsurface.passcolor4f = rsurface.array_passcolor4f;
12164 rsurface.passcolor4f_vertexbuffer = 0;
12165 rsurface.passcolor4f_bufferoffset = 0;
12168 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12175 if (rsurface.passcolor4f)
12177 // generate color arrays
12178 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12180 f = RSurf_FogVertex(v);
12189 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12191 f = RSurf_FogVertex(v);
12198 rsurface.passcolor4f = rsurface.array_passcolor4f;
12199 rsurface.passcolor4f_vertexbuffer = 0;
12200 rsurface.passcolor4f_bufferoffset = 0;
12203 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12210 if (!rsurface.passcolor4f)
12212 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12214 f = RSurf_FogVertex(v);
12215 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12216 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12217 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12220 rsurface.passcolor4f = rsurface.array_passcolor4f;
12221 rsurface.passcolor4f_vertexbuffer = 0;
12222 rsurface.passcolor4f_bufferoffset = 0;
12225 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12230 if (!rsurface.passcolor4f)
12232 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12239 rsurface.passcolor4f = rsurface.array_passcolor4f;
12240 rsurface.passcolor4f_vertexbuffer = 0;
12241 rsurface.passcolor4f_bufferoffset = 0;
12244 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12249 if (!rsurface.passcolor4f)
12251 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12253 c2[0] = c[0] + r_refdef.scene.ambient;
12254 c2[1] = c[1] + r_refdef.scene.ambient;
12255 c2[2] = c[2] + r_refdef.scene.ambient;
12258 rsurface.passcolor4f = rsurface.array_passcolor4f;
12259 rsurface.passcolor4f_vertexbuffer = 0;
12260 rsurface.passcolor4f_bufferoffset = 0;
12263 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12266 rsurface.passcolor4f = NULL;
12267 rsurface.passcolor4f_vertexbuffer = 0;
12268 rsurface.passcolor4f_bufferoffset = 0;
12269 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12270 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12271 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12272 GL_Color(r, g, b, a);
12273 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12277 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12279 // TODO: optimize applyfog && applycolor case
12280 // just apply fog if necessary, and tint the fog color array if necessary
12281 rsurface.passcolor4f = NULL;
12282 rsurface.passcolor4f_vertexbuffer = 0;
12283 rsurface.passcolor4f_bufferoffset = 0;
12284 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12285 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12286 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12287 GL_Color(r, g, b, a);
12291 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12294 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12295 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12296 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12297 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12298 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12299 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12300 GL_Color(r, g, b, a);
12304 static void RSurf_DrawBatch_GL11_ClampColor(void)
12309 if (!rsurface.passcolor4f)
12311 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12313 c2[0] = bound(0.0f, c1[0], 1.0f);
12314 c2[1] = bound(0.0f, c1[1], 1.0f);
12315 c2[2] = bound(0.0f, c1[2], 1.0f);
12316 c2[3] = bound(0.0f, c1[3], 1.0f);
12320 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12330 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12332 f = -DotProduct(r_refdef.view.forward, n);
12334 f = f * 0.85 + 0.15; // work around so stuff won't get black
12335 f *= r_refdef.lightmapintensity;
12336 Vector4Set(c, f, f, f, 1);
12339 rsurface.passcolor4f = rsurface.array_passcolor4f;
12340 rsurface.passcolor4f_vertexbuffer = 0;
12341 rsurface.passcolor4f_bufferoffset = 0;
12344 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12346 RSurf_DrawBatch_GL11_ApplyFakeLight();
12347 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12348 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12349 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12350 GL_Color(r, g, b, a);
12354 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12362 vec3_t ambientcolor;
12363 vec3_t diffusecolor;
12367 VectorCopy(rsurface.modellight_lightdir, lightdir);
12368 f = 0.5f * r_refdef.lightmapintensity;
12369 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12370 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12371 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12372 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12373 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12374 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12376 if (VectorLength2(diffusecolor) > 0)
12378 // q3-style directional shading
12379 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12381 if ((f = DotProduct(n, lightdir)) > 0)
12382 VectorMA(ambientcolor, f, diffusecolor, c);
12384 VectorCopy(ambientcolor, c);
12391 rsurface.passcolor4f = rsurface.array_passcolor4f;
12392 rsurface.passcolor4f_vertexbuffer = 0;
12393 rsurface.passcolor4f_bufferoffset = 0;
12394 *applycolor = false;
12398 *r = ambientcolor[0];
12399 *g = ambientcolor[1];
12400 *b = ambientcolor[2];
12401 rsurface.passcolor4f = NULL;
12402 rsurface.passcolor4f_vertexbuffer = 0;
12403 rsurface.passcolor4f_bufferoffset = 0;
12407 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12409 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12410 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12411 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12412 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12413 GL_Color(r, g, b, a);
12417 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12423 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12425 f = 1 - RSurf_FogVertex(v);
12433 void RSurf_SetupDepthAndCulling(void)
12435 // submodels are biased to avoid z-fighting with world surfaces that they
12436 // may be exactly overlapping (avoids z-fighting artifacts on certain
12437 // doors and things in Quake maps)
12438 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12439 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12440 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12441 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12444 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12446 // transparent sky would be ridiculous
12447 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12449 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12450 skyrenderlater = true;
12451 RSurf_SetupDepthAndCulling();
12452 GL_DepthMask(true);
12453 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12454 // skymasking on them, and Quake3 never did sky masking (unlike
12455 // software Quake and software Quake2), so disable the sky masking
12456 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12457 // and skymasking also looks very bad when noclipping outside the
12458 // level, so don't use it then either.
12459 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12461 R_Mesh_ResetTextureState();
12462 if (skyrendermasked)
12464 R_SetupShader_DepthOrShadow();
12465 // depth-only (masking)
12466 GL_ColorMask(0,0,0,0);
12467 // just to make sure that braindead drivers don't draw
12468 // anything despite that colormask...
12469 GL_BlendFunc(GL_ZERO, GL_ONE);
12470 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12471 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12475 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12477 GL_BlendFunc(GL_ONE, GL_ZERO);
12478 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12479 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12480 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12483 if (skyrendermasked)
12484 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12486 R_Mesh_ResetTextureState();
12487 GL_Color(1, 1, 1, 1);
12490 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12491 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12492 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12494 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12498 // render screenspace normalmap to texture
12499 GL_DepthMask(true);
12500 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12505 // bind lightmap texture
12507 // water/refraction/reflection/camera surfaces have to be handled specially
12508 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12510 int start, end, startplaneindex;
12511 for (start = 0;start < texturenumsurfaces;start = end)
12513 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12514 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12516 // now that we have a batch using the same planeindex, render it
12517 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12519 // render water or distortion background
12520 GL_DepthMask(true);
12521 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12523 // blend surface on top
12524 GL_DepthMask(false);
12525 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12528 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12530 // render surface with reflection texture as input
12531 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12532 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12539 // render surface batch normally
12540 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12541 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12545 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12547 // OpenGL 1.3 path - anything not completely ancient
12548 qboolean applycolor;
12551 const texturelayer_t *layer;
12552 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12553 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12555 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12558 int layertexrgbscale;
12559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12561 if (layerindex == 0)
12562 GL_AlphaTest(true);
12565 GL_AlphaTest(false);
12566 GL_DepthFunc(GL_EQUAL);
12569 GL_DepthMask(layer->depthmask && writedepth);
12570 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12571 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12573 layertexrgbscale = 4;
12574 VectorScale(layer->color, 0.25f, layercolor);
12576 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12578 layertexrgbscale = 2;
12579 VectorScale(layer->color, 0.5f, layercolor);
12583 layertexrgbscale = 1;
12584 VectorScale(layer->color, 1.0f, layercolor);
12586 layercolor[3] = layer->color[3];
12587 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12588 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12589 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12590 switch (layer->type)
12592 case TEXTURELAYERTYPE_LITTEXTURE:
12593 // single-pass lightmapped texture with 2x rgbscale
12594 R_Mesh_TexBind(0, r_texture_white);
12595 R_Mesh_TexMatrix(0, NULL);
12596 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12597 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12598 R_Mesh_TexBind(1, layer->texture);
12599 R_Mesh_TexMatrix(1, &layer->texmatrix);
12600 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12601 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12602 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12603 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12604 else if (FAKELIGHT_ENABLED)
12605 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12606 else if (rsurface.uselightmaptexture)
12607 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12609 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12611 case TEXTURELAYERTYPE_TEXTURE:
12612 // singletexture unlit texture with transparency support
12613 R_Mesh_TexBind(0, layer->texture);
12614 R_Mesh_TexMatrix(0, &layer->texmatrix);
12615 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12616 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12617 R_Mesh_TexBind(1, 0);
12618 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12619 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12621 case TEXTURELAYERTYPE_FOG:
12622 // singletexture fogging
12623 if (layer->texture)
12625 R_Mesh_TexBind(0, layer->texture);
12626 R_Mesh_TexMatrix(0, &layer->texmatrix);
12627 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12628 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12632 R_Mesh_TexBind(0, 0);
12633 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12635 R_Mesh_TexBind(1, 0);
12636 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12637 // generate a color array for the fog pass
12638 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12639 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12643 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12648 GL_DepthFunc(GL_LEQUAL);
12649 GL_AlphaTest(false);
12653 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12655 // OpenGL 1.1 - crusty old voodoo path
12658 const texturelayer_t *layer;
12659 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12660 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12662 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12664 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12666 if (layerindex == 0)
12667 GL_AlphaTest(true);
12670 GL_AlphaTest(false);
12671 GL_DepthFunc(GL_EQUAL);
12674 GL_DepthMask(layer->depthmask && writedepth);
12675 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12676 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12677 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12678 switch (layer->type)
12680 case TEXTURELAYERTYPE_LITTEXTURE:
12681 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12683 // two-pass lit texture with 2x rgbscale
12684 // first the lightmap pass
12685 R_Mesh_TexBind(0, r_texture_white);
12686 R_Mesh_TexMatrix(0, NULL);
12687 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12688 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12689 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12690 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12691 else if (FAKELIGHT_ENABLED)
12692 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12693 else if (rsurface.uselightmaptexture)
12694 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12696 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12697 // then apply the texture to it
12698 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12699 R_Mesh_TexBind(0, layer->texture);
12700 R_Mesh_TexMatrix(0, &layer->texmatrix);
12701 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12702 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12703 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12707 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12708 R_Mesh_TexBind(0, layer->texture);
12709 R_Mesh_TexMatrix(0, &layer->texmatrix);
12710 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12711 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12712 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12713 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12715 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12718 case TEXTURELAYERTYPE_TEXTURE:
12719 // singletexture unlit texture with transparency support
12720 R_Mesh_TexBind(0, layer->texture);
12721 R_Mesh_TexMatrix(0, &layer->texmatrix);
12722 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12723 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12724 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12726 case TEXTURELAYERTYPE_FOG:
12727 // singletexture fogging
12728 if (layer->texture)
12730 R_Mesh_TexBind(0, layer->texture);
12731 R_Mesh_TexMatrix(0, &layer->texmatrix);
12732 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12733 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12737 R_Mesh_TexBind(0, 0);
12738 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12740 // generate a color array for the fog pass
12741 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12742 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12746 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12749 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12751 GL_DepthFunc(GL_LEQUAL);
12752 GL_AlphaTest(false);
12756 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12760 r_vertexgeneric_t *batchvertex;
12763 GL_AlphaTest(false);
12764 R_Mesh_ResetTextureState();
12765 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12767 if(rsurface.texture && rsurface.texture->currentskinframe)
12769 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12770 c[3] *= rsurface.texture->currentalpha;
12780 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12782 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12783 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12784 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12787 // brighten it up (as texture value 127 means "unlit")
12788 c[0] *= 2 * r_refdef.view.colorscale;
12789 c[1] *= 2 * r_refdef.view.colorscale;
12790 c[2] *= 2 * r_refdef.view.colorscale;
12792 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12793 c[3] *= r_wateralpha.value;
12795 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12797 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12798 GL_DepthMask(false);
12800 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12802 GL_BlendFunc(GL_ONE, GL_ONE);
12803 GL_DepthMask(false);
12805 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12807 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12808 GL_DepthMask(false);
12810 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12812 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12813 GL_DepthMask(false);
12817 GL_BlendFunc(GL_ONE, GL_ZERO);
12818 GL_DepthMask(writedepth);
12821 if (r_showsurfaces.integer == 3)
12823 rsurface.passcolor4f = NULL;
12825 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12827 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12829 rsurface.passcolor4f = NULL;
12830 rsurface.passcolor4f_vertexbuffer = 0;
12831 rsurface.passcolor4f_bufferoffset = 0;
12833 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12835 qboolean applycolor = true;
12838 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12840 r_refdef.lightmapintensity = 1;
12841 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12842 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12844 else if (FAKELIGHT_ENABLED)
12846 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12848 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12849 RSurf_DrawBatch_GL11_ApplyFakeLight();
12850 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12856 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12857 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12858 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12861 if(!rsurface.passcolor4f)
12862 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12864 RSurf_DrawBatch_GL11_ApplyAmbient();
12865 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12866 if(r_refdef.fogenabled)
12867 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12868 RSurf_DrawBatch_GL11_ClampColor();
12870 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12871 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12874 else if (!r_refdef.view.showdebug)
12876 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12877 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12878 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12880 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12881 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12883 R_Mesh_PrepareVertices_Generic_Unlock();
12886 else if (r_showsurfaces.integer == 4)
12888 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12889 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12890 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12892 unsigned char c = vi << 3;
12893 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12894 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12896 R_Mesh_PrepareVertices_Generic_Unlock();
12899 else if (r_showsurfaces.integer == 2)
12902 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12903 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12904 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12906 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12907 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12908 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12909 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12910 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12911 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12912 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12914 R_Mesh_PrepareVertices_Generic_Unlock();
12915 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12919 int texturesurfaceindex;
12921 const msurface_t *surface;
12922 unsigned char surfacecolor4ub[4];
12923 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12924 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12926 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12928 surface = texturesurfacelist[texturesurfaceindex];
12929 k = (int)(((size_t)surface) / sizeof(msurface_t));
12930 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12931 for (j = 0;j < surface->num_vertices;j++)
12933 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12934 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12938 R_Mesh_PrepareVertices_Generic_Unlock();
12943 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12946 RSurf_SetupDepthAndCulling();
12947 if (r_showsurfaces.integer)
12949 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12952 switch (vid.renderpath)
12954 case RENDERPATH_GL20:
12955 case RENDERPATH_CGGL:
12956 case RENDERPATH_D3D9:
12957 case RENDERPATH_D3D10:
12958 case RENDERPATH_D3D11:
12959 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12961 case RENDERPATH_GL13:
12962 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12964 case RENDERPATH_GL11:
12965 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12971 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12974 RSurf_SetupDepthAndCulling();
12975 if (r_showsurfaces.integer)
12977 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12980 switch (vid.renderpath)
12982 case RENDERPATH_GL20:
12983 case RENDERPATH_CGGL:
12984 case RENDERPATH_D3D9:
12985 case RENDERPATH_D3D10:
12986 case RENDERPATH_D3D11:
12987 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12989 case RENDERPATH_GL13:
12990 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12992 case RENDERPATH_GL11:
12993 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12999 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13002 int texturenumsurfaces, endsurface;
13003 texture_t *texture;
13004 const msurface_t *surface;
13005 #define MAXBATCH_TRANSPARENTSURFACES 256
13006 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13008 // if the model is static it doesn't matter what value we give for
13009 // wantnormals and wanttangents, so this logic uses only rules applicable
13010 // to a model, knowing that they are meaningless otherwise
13011 if (ent == r_refdef.scene.worldentity)
13012 RSurf_ActiveWorldEntity();
13013 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13014 RSurf_ActiveModelEntity(ent, false, false, false);
13017 switch (vid.renderpath)
13019 case RENDERPATH_GL20:
13020 case RENDERPATH_CGGL:
13021 case RENDERPATH_D3D9:
13022 case RENDERPATH_D3D10:
13023 case RENDERPATH_D3D11:
13024 RSurf_ActiveModelEntity(ent, true, true, false);
13026 case RENDERPATH_GL13:
13027 case RENDERPATH_GL11:
13028 RSurf_ActiveModelEntity(ent, true, false, false);
13033 if (r_transparentdepthmasking.integer)
13035 qboolean setup = false;
13036 for (i = 0;i < numsurfaces;i = j)
13039 surface = rsurface.modelsurfaces + surfacelist[i];
13040 texture = surface->texture;
13041 rsurface.texture = R_GetCurrentTexture(texture);
13042 rsurface.lightmaptexture = NULL;
13043 rsurface.deluxemaptexture = NULL;
13044 rsurface.uselightmaptexture = false;
13045 // scan ahead until we find a different texture
13046 endsurface = min(i + 1024, numsurfaces);
13047 texturenumsurfaces = 0;
13048 texturesurfacelist[texturenumsurfaces++] = surface;
13049 for (;j < endsurface;j++)
13051 surface = rsurface.modelsurfaces + surfacelist[j];
13052 if (texture != surface->texture)
13054 texturesurfacelist[texturenumsurfaces++] = surface;
13056 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13058 // render the range of surfaces as depth
13062 GL_ColorMask(0,0,0,0);
13064 GL_DepthTest(true);
13065 GL_BlendFunc(GL_ONE, GL_ZERO);
13066 GL_DepthMask(true);
13067 GL_AlphaTest(false);
13068 R_Mesh_ResetTextureState();
13069 R_SetupShader_DepthOrShadow();
13071 RSurf_SetupDepthAndCulling();
13072 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13073 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13077 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13080 for (i = 0;i < numsurfaces;i = j)
13083 surface = rsurface.modelsurfaces + surfacelist[i];
13084 texture = surface->texture;
13085 rsurface.texture = R_GetCurrentTexture(texture);
13086 // scan ahead until we find a different texture
13087 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13088 texturenumsurfaces = 0;
13089 texturesurfacelist[texturenumsurfaces++] = surface;
13090 if(FAKELIGHT_ENABLED)
13092 rsurface.lightmaptexture = NULL;
13093 rsurface.deluxemaptexture = NULL;
13094 rsurface.uselightmaptexture = false;
13095 for (;j < endsurface;j++)
13097 surface = rsurface.modelsurfaces + surfacelist[j];
13098 if (texture != surface->texture)
13100 texturesurfacelist[texturenumsurfaces++] = surface;
13105 rsurface.lightmaptexture = surface->lightmaptexture;
13106 rsurface.deluxemaptexture = surface->deluxemaptexture;
13107 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13108 for (;j < endsurface;j++)
13110 surface = rsurface.modelsurfaces + surfacelist[j];
13111 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13113 texturesurfacelist[texturenumsurfaces++] = surface;
13116 // render the range of surfaces
13117 if (ent == r_refdef.scene.worldentity)
13118 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13120 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13122 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13123 GL_AlphaTest(false);
13126 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13128 // transparent surfaces get pushed off into the transparent queue
13129 int surfacelistindex;
13130 const msurface_t *surface;
13131 vec3_t tempcenter, center;
13132 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13134 surface = texturesurfacelist[surfacelistindex];
13135 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13136 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13137 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13138 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13139 if (queueentity->transparent_offset) // transparent offset
13141 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13142 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13143 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13145 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13149 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13151 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13153 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13155 RSurf_SetupDepthAndCulling();
13156 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13157 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13161 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13163 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13166 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13169 if (!rsurface.texture->currentnumlayers)
13171 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13172 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13174 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13176 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13177 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13178 else if (!rsurface.texture->currentnumlayers)
13180 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13182 // in the deferred case, transparent surfaces were queued during prepass
13183 if (!r_shadow_usingdeferredprepass)
13184 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13188 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13189 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13194 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13197 texture_t *texture;
13198 // break the surface list down into batches by texture and use of lightmapping
13199 for (i = 0;i < numsurfaces;i = j)
13202 // texture is the base texture pointer, rsurface.texture is the
13203 // current frame/skin the texture is directing us to use (for example
13204 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13205 // use skin 1 instead)
13206 texture = surfacelist[i]->texture;
13207 rsurface.texture = R_GetCurrentTexture(texture);
13208 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13210 // if this texture is not the kind we want, skip ahead to the next one
13211 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13215 if(FAKELIGHT_ENABLED || depthonly || prepass)
13217 rsurface.lightmaptexture = NULL;
13218 rsurface.deluxemaptexture = NULL;
13219 rsurface.uselightmaptexture = false;
13220 // simply scan ahead until we find a different texture or lightmap state
13221 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13226 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13227 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13228 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13229 // simply scan ahead until we find a different texture or lightmap state
13230 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13233 // render the range of surfaces
13234 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13238 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13242 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13245 if (!rsurface.texture->currentnumlayers)
13247 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13248 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13250 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13252 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13253 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13254 else if (!rsurface.texture->currentnumlayers)
13256 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13258 // in the deferred case, transparent surfaces were queued during prepass
13259 if (!r_shadow_usingdeferredprepass)
13260 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13264 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13265 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13270 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13273 texture_t *texture;
13274 // break the surface list down into batches by texture and use of lightmapping
13275 for (i = 0;i < numsurfaces;i = j)
13278 // texture is the base texture pointer, rsurface.texture is the
13279 // current frame/skin the texture is directing us to use (for example
13280 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13281 // use skin 1 instead)
13282 texture = surfacelist[i]->texture;
13283 rsurface.texture = R_GetCurrentTexture(texture);
13284 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13286 // if this texture is not the kind we want, skip ahead to the next one
13287 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13291 if(FAKELIGHT_ENABLED || depthonly || prepass)
13293 rsurface.lightmaptexture = NULL;
13294 rsurface.deluxemaptexture = NULL;
13295 rsurface.uselightmaptexture = false;
13296 // simply scan ahead until we find a different texture or lightmap state
13297 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13302 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13303 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13304 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13305 // simply scan ahead until we find a different texture or lightmap state
13306 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13309 // render the range of surfaces
13310 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13314 float locboxvertex3f[6*4*3] =
13316 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13317 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13318 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13319 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13320 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13321 1,0,0, 0,0,0, 0,1,0, 1,1,0
13324 unsigned short locboxelements[6*2*3] =
13329 12,13,14, 12,14,15,
13330 16,17,18, 16,18,19,
13334 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13337 cl_locnode_t *loc = (cl_locnode_t *)ent;
13339 float vertex3f[6*4*3];
13341 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13342 GL_DepthMask(false);
13343 GL_DepthRange(0, 1);
13344 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13345 GL_DepthTest(true);
13346 GL_CullFace(GL_NONE);
13347 R_EntityMatrix(&identitymatrix);
13349 R_Mesh_ResetTextureState();
13351 i = surfacelist[0];
13352 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13353 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13354 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13355 surfacelist[0] < 0 ? 0.5f : 0.125f);
13357 if (VectorCompare(loc->mins, loc->maxs))
13359 VectorSet(size, 2, 2, 2);
13360 VectorMA(loc->mins, -0.5f, size, mins);
13364 VectorCopy(loc->mins, mins);
13365 VectorSubtract(loc->maxs, loc->mins, size);
13368 for (i = 0;i < 6*4*3;)
13369 for (j = 0;j < 3;j++, i++)
13370 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13372 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13373 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13374 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13377 void R_DrawLocs(void)
13380 cl_locnode_t *loc, *nearestloc;
13382 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13383 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13385 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13386 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13390 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13392 if (decalsystem->decals)
13393 Mem_Free(decalsystem->decals);
13394 memset(decalsystem, 0, sizeof(*decalsystem));
13397 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)
13400 tridecal_t *decals;
13403 // expand or initialize the system
13404 if (decalsystem->maxdecals <= decalsystem->numdecals)
13406 decalsystem_t old = *decalsystem;
13407 qboolean useshortelements;
13408 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13409 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13410 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13411 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13412 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13413 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13414 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13415 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13416 if (decalsystem->numdecals)
13417 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13419 Mem_Free(old.decals);
13420 for (i = 0;i < decalsystem->maxdecals*3;i++)
13421 decalsystem->element3i[i] = i;
13422 if (useshortelements)
13423 for (i = 0;i < decalsystem->maxdecals*3;i++)
13424 decalsystem->element3s[i] = i;
13427 // grab a decal and search for another free slot for the next one
13428 decals = decalsystem->decals;
13429 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13430 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13432 decalsystem->freedecal = i;
13433 if (decalsystem->numdecals <= i)
13434 decalsystem->numdecals = i + 1;
13436 // initialize the decal
13438 decal->triangleindex = triangleindex;
13439 decal->surfaceindex = surfaceindex;
13440 decal->decalsequence = decalsequence;
13441 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13442 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13443 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13444 decal->color4ub[0][3] = 255;
13445 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13446 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13447 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13448 decal->color4ub[1][3] = 255;
13449 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13450 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13451 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13452 decal->color4ub[2][3] = 255;
13453 decal->vertex3f[0][0] = v0[0];
13454 decal->vertex3f[0][1] = v0[1];
13455 decal->vertex3f[0][2] = v0[2];
13456 decal->vertex3f[1][0] = v1[0];
13457 decal->vertex3f[1][1] = v1[1];
13458 decal->vertex3f[1][2] = v1[2];
13459 decal->vertex3f[2][0] = v2[0];
13460 decal->vertex3f[2][1] = v2[1];
13461 decal->vertex3f[2][2] = v2[2];
13462 decal->texcoord2f[0][0] = t0[0];
13463 decal->texcoord2f[0][1] = t0[1];
13464 decal->texcoord2f[1][0] = t1[0];
13465 decal->texcoord2f[1][1] = t1[1];
13466 decal->texcoord2f[2][0] = t2[0];
13467 decal->texcoord2f[2][1] = t2[1];
13470 extern cvar_t cl_decals_bias;
13471 extern cvar_t cl_decals_models;
13472 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13473 // baseparms, parms, temps
13474 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13479 const float *vertex3f;
13481 float points[2][9][3];
13488 e = rsurface.modelelement3i + 3*triangleindex;
13490 vertex3f = rsurface.modelvertex3f;
13492 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13494 index = 3*e[cornerindex];
13495 VectorCopy(vertex3f + index, v[cornerindex]);
13498 //TriangleNormal(v[0], v[1], v[2], normal);
13499 //if (DotProduct(normal, localnormal) < 0.0f)
13501 // clip by each of the box planes formed from the projection matrix
13502 // if anything survives, we emit the decal
13503 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]);
13506 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]);
13509 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]);
13512 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]);
13515 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]);
13518 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]);
13521 // some part of the triangle survived, so we have to accept it...
13524 // dynamic always uses the original triangle
13526 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13528 index = 3*e[cornerindex];
13529 VectorCopy(vertex3f + index, v[cornerindex]);
13532 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13534 // convert vertex positions to texcoords
13535 Matrix4x4_Transform(projection, v[cornerindex], temp);
13536 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13537 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13538 // calculate distance fade from the projection origin
13539 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13540 f = bound(0.0f, f, 1.0f);
13541 c[cornerindex][0] = r * f;
13542 c[cornerindex][1] = g * f;
13543 c[cornerindex][2] = b * f;
13544 c[cornerindex][3] = 1.0f;
13545 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13548 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13550 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13551 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);
13553 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)
13555 matrix4x4_t projection;
13556 decalsystem_t *decalsystem;
13559 const msurface_t *surface;
13560 const msurface_t *surfaces;
13561 const int *surfacelist;
13562 const texture_t *texture;
13564 int numsurfacelist;
13565 int surfacelistindex;
13568 float localorigin[3];
13569 float localnormal[3];
13570 float localmins[3];
13571 float localmaxs[3];
13574 float planes[6][4];
13577 int bih_triangles_count;
13578 int bih_triangles[256];
13579 int bih_surfaces[256];
13581 decalsystem = &ent->decalsystem;
13582 model = ent->model;
13583 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13585 R_DecalSystem_Reset(&ent->decalsystem);
13589 if (!model->brush.data_leafs && !cl_decals_models.integer)
13591 if (decalsystem->model)
13592 R_DecalSystem_Reset(decalsystem);
13596 if (decalsystem->model != model)
13597 R_DecalSystem_Reset(decalsystem);
13598 decalsystem->model = model;
13600 RSurf_ActiveModelEntity(ent, false, false, false);
13602 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13603 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13604 VectorNormalize(localnormal);
13605 localsize = worldsize*rsurface.inversematrixscale;
13606 localmins[0] = localorigin[0] - localsize;
13607 localmins[1] = localorigin[1] - localsize;
13608 localmins[2] = localorigin[2] - localsize;
13609 localmaxs[0] = localorigin[0] + localsize;
13610 localmaxs[1] = localorigin[1] + localsize;
13611 localmaxs[2] = localorigin[2] + localsize;
13613 //VectorCopy(localnormal, planes[4]);
13614 //VectorVectors(planes[4], planes[2], planes[0]);
13615 AnglesFromVectors(angles, localnormal, NULL, false);
13616 AngleVectors(angles, planes[0], planes[2], planes[4]);
13617 VectorNegate(planes[0], planes[1]);
13618 VectorNegate(planes[2], planes[3]);
13619 VectorNegate(planes[4], planes[5]);
13620 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13621 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13622 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13623 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13624 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13625 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13630 matrix4x4_t forwardprojection;
13631 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13632 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13637 float projectionvector[4][3];
13638 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13639 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13640 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13641 projectionvector[0][0] = planes[0][0] * ilocalsize;
13642 projectionvector[0][1] = planes[1][0] * ilocalsize;
13643 projectionvector[0][2] = planes[2][0] * ilocalsize;
13644 projectionvector[1][0] = planes[0][1] * ilocalsize;
13645 projectionvector[1][1] = planes[1][1] * ilocalsize;
13646 projectionvector[1][2] = planes[2][1] * ilocalsize;
13647 projectionvector[2][0] = planes[0][2] * ilocalsize;
13648 projectionvector[2][1] = planes[1][2] * ilocalsize;
13649 projectionvector[2][2] = planes[2][2] * ilocalsize;
13650 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13651 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13652 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13653 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13657 dynamic = model->surfmesh.isanimated;
13658 numsurfacelist = model->nummodelsurfaces;
13659 surfacelist = model->sortedmodelsurfaces;
13660 surfaces = model->data_surfaces;
13663 bih_triangles_count = -1;
13666 if(model->render_bih.numleafs)
13667 bih = &model->render_bih;
13668 else if(model->collision_bih.numleafs)
13669 bih = &model->collision_bih;
13672 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13673 if(bih_triangles_count == 0)
13675 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13677 if(bih_triangles_count > 0)
13679 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13681 surfaceindex = bih_surfaces[triangleindex];
13682 surface = surfaces + surfaceindex;
13683 texture = surface->texture;
13684 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13686 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13688 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13693 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13695 surfaceindex = surfacelist[surfacelistindex];
13696 surface = surfaces + surfaceindex;
13697 // check cull box first because it rejects more than any other check
13698 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13700 // skip transparent surfaces
13701 texture = surface->texture;
13702 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13704 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13706 numtriangles = surface->num_triangles;
13707 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13708 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13713 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13714 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)
13716 int renderentityindex;
13717 float worldmins[3];
13718 float worldmaxs[3];
13719 entity_render_t *ent;
13721 if (!cl_decals_newsystem.integer)
13724 worldmins[0] = worldorigin[0] - worldsize;
13725 worldmins[1] = worldorigin[1] - worldsize;
13726 worldmins[2] = worldorigin[2] - worldsize;
13727 worldmaxs[0] = worldorigin[0] + worldsize;
13728 worldmaxs[1] = worldorigin[1] + worldsize;
13729 worldmaxs[2] = worldorigin[2] + worldsize;
13731 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13733 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13735 ent = r_refdef.scene.entities[renderentityindex];
13736 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13739 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13743 typedef struct r_decalsystem_splatqueue_s
13745 vec3_t worldorigin;
13746 vec3_t worldnormal;
13752 r_decalsystem_splatqueue_t;
13754 int r_decalsystem_numqueued = 0;
13755 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13757 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)
13759 r_decalsystem_splatqueue_t *queue;
13761 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13764 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13765 VectorCopy(worldorigin, queue->worldorigin);
13766 VectorCopy(worldnormal, queue->worldnormal);
13767 Vector4Set(queue->color, r, g, b, a);
13768 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13769 queue->worldsize = worldsize;
13770 queue->decalsequence = cl.decalsequence++;
13773 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13776 r_decalsystem_splatqueue_t *queue;
13778 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13779 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);
13780 r_decalsystem_numqueued = 0;
13783 extern cvar_t cl_decals_max;
13784 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13787 decalsystem_t *decalsystem = &ent->decalsystem;
13794 if (!decalsystem->numdecals)
13797 if (r_showsurfaces.integer)
13800 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13802 R_DecalSystem_Reset(decalsystem);
13806 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13807 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13809 if (decalsystem->lastupdatetime)
13810 frametime = (cl.time - decalsystem->lastupdatetime);
13813 decalsystem->lastupdatetime = cl.time;
13814 decal = decalsystem->decals;
13815 numdecals = decalsystem->numdecals;
13817 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13819 if (decal->color4ub[0][3])
13821 decal->lived += frametime;
13822 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13824 memset(decal, 0, sizeof(*decal));
13825 if (decalsystem->freedecal > i)
13826 decalsystem->freedecal = i;
13830 decal = decalsystem->decals;
13831 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13834 // collapse the array by shuffling the tail decals into the gaps
13837 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13838 decalsystem->freedecal++;
13839 if (decalsystem->freedecal == numdecals)
13841 decal[decalsystem->freedecal] = decal[--numdecals];
13844 decalsystem->numdecals = numdecals;
13846 if (numdecals <= 0)
13848 // if there are no decals left, reset decalsystem
13849 R_DecalSystem_Reset(decalsystem);
13853 extern skinframe_t *decalskinframe;
13854 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13857 decalsystem_t *decalsystem = &ent->decalsystem;
13866 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13869 numdecals = decalsystem->numdecals;
13873 if (r_showsurfaces.integer)
13876 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13878 R_DecalSystem_Reset(decalsystem);
13882 // if the model is static it doesn't matter what value we give for
13883 // wantnormals and wanttangents, so this logic uses only rules applicable
13884 // to a model, knowing that they are meaningless otherwise
13885 if (ent == r_refdef.scene.worldentity)
13886 RSurf_ActiveWorldEntity();
13888 RSurf_ActiveModelEntity(ent, false, false, false);
13890 decalsystem->lastupdatetime = cl.time;
13891 decal = decalsystem->decals;
13893 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13895 // update vertex positions for animated models
13896 v3f = decalsystem->vertex3f;
13897 c4f = decalsystem->color4f;
13898 t2f = decalsystem->texcoord2f;
13899 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13901 if (!decal->color4ub[0][3])
13904 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13907 // update color values for fading decals
13908 if (decal->lived >= cl_decals_time.value)
13910 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13911 alpha *= (1.0f/255.0f);
13914 alpha = 1.0f/255.0f;
13916 c4f[ 0] = decal->color4ub[0][0] * alpha;
13917 c4f[ 1] = decal->color4ub[0][1] * alpha;
13918 c4f[ 2] = decal->color4ub[0][2] * alpha;
13920 c4f[ 4] = decal->color4ub[1][0] * alpha;
13921 c4f[ 5] = decal->color4ub[1][1] * alpha;
13922 c4f[ 6] = decal->color4ub[1][2] * alpha;
13924 c4f[ 8] = decal->color4ub[2][0] * alpha;
13925 c4f[ 9] = decal->color4ub[2][1] * alpha;
13926 c4f[10] = decal->color4ub[2][2] * alpha;
13929 t2f[0] = decal->texcoord2f[0][0];
13930 t2f[1] = decal->texcoord2f[0][1];
13931 t2f[2] = decal->texcoord2f[1][0];
13932 t2f[3] = decal->texcoord2f[1][1];
13933 t2f[4] = decal->texcoord2f[2][0];
13934 t2f[5] = decal->texcoord2f[2][1];
13936 // update vertex positions for animated models
13937 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13939 e = rsurface.modelelement3i + 3*decal->triangleindex;
13940 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13941 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13942 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13946 VectorCopy(decal->vertex3f[0], v3f);
13947 VectorCopy(decal->vertex3f[1], v3f + 3);
13948 VectorCopy(decal->vertex3f[2], v3f + 6);
13951 if (r_refdef.fogenabled)
13953 alpha = RSurf_FogVertex(v3f);
13954 VectorScale(c4f, alpha, c4f);
13955 alpha = RSurf_FogVertex(v3f + 3);
13956 VectorScale(c4f + 4, alpha, c4f + 4);
13957 alpha = RSurf_FogVertex(v3f + 6);
13958 VectorScale(c4f + 8, alpha, c4f + 8);
13969 r_refdef.stats.drawndecals += numtris;
13971 // now render the decals all at once
13972 // (this assumes they all use one particle font texture!)
13973 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);
13974 R_Mesh_ResetTextureState();
13975 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13976 GL_DepthMask(false);
13977 GL_DepthRange(0, 1);
13978 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13979 GL_DepthTest(true);
13980 GL_CullFace(GL_NONE);
13981 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13982 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13983 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13987 static void R_DrawModelDecals(void)
13991 // fade faster when there are too many decals
13992 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13993 for (i = 0;i < r_refdef.scene.numentities;i++)
13994 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13996 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13997 for (i = 0;i < r_refdef.scene.numentities;i++)
13998 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13999 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14001 R_DecalSystem_ApplySplatEntitiesQueue();
14003 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14004 for (i = 0;i < r_refdef.scene.numentities;i++)
14005 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14007 r_refdef.stats.totaldecals += numdecals;
14009 if (r_showsurfaces.integer)
14012 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14014 for (i = 0;i < r_refdef.scene.numentities;i++)
14016 if (!r_refdef.viewcache.entityvisible[i])
14018 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14019 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14023 extern cvar_t mod_collision_bih;
14024 void R_DrawDebugModel(void)
14026 entity_render_t *ent = rsurface.entity;
14027 int i, j, k, l, flagsmask;
14028 const msurface_t *surface;
14029 dp_model_t *model = ent->model;
14032 switch(vid.renderpath)
14034 case RENDERPATH_GL11:
14035 case RENDERPATH_GL13:
14036 case RENDERPATH_GL20:
14037 case RENDERPATH_CGGL:
14039 case RENDERPATH_D3D9:
14040 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14042 case RENDERPATH_D3D10:
14043 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14045 case RENDERPATH_D3D11:
14046 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14050 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14052 R_Mesh_ResetTextureState();
14053 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14054 GL_DepthRange(0, 1);
14055 GL_DepthTest(!r_showdisabledepthtest.integer);
14056 GL_DepthMask(false);
14057 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14059 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14063 qboolean cullbox = ent == r_refdef.scene.worldentity;
14064 const q3mbrush_t *brush;
14065 const bih_t *bih = &model->collision_bih;
14066 const bih_leaf_t *bihleaf;
14067 float vertex3f[3][3];
14068 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14070 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14072 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14074 switch (bihleaf->type)
14077 brush = model->brush.data_brushes + bihleaf->itemindex;
14078 if (brush->colbrushf && brush->colbrushf->numtriangles)
14080 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);
14081 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14082 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14085 case BIH_COLLISIONTRIANGLE:
14086 triangleindex = bihleaf->itemindex;
14087 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14088 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14089 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14090 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);
14091 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14092 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14094 case BIH_RENDERTRIANGLE:
14095 triangleindex = bihleaf->itemindex;
14096 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14097 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14098 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14099 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);
14100 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14101 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14107 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14109 if (r_showtris.integer || r_shownormals.integer)
14111 if (r_showdisabledepthtest.integer)
14113 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14114 GL_DepthMask(false);
14118 GL_BlendFunc(GL_ONE, GL_ZERO);
14119 GL_DepthMask(true);
14121 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14123 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14125 rsurface.texture = R_GetCurrentTexture(surface->texture);
14126 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14128 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14129 if (r_showtris.value > 0)
14131 if (!rsurface.texture->currentlayers->depthmask)
14132 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14133 else if (ent == r_refdef.scene.worldentity)
14134 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14136 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14137 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14138 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14140 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14143 if (r_shownormals.value < 0)
14145 qglBegin(GL_LINES);
14146 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14148 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14149 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14150 qglVertex3f(v[0], v[1], v[2]);
14151 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14152 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14153 qglVertex3f(v[0], v[1], v[2]);
14158 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14160 qglBegin(GL_LINES);
14161 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14163 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14164 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14165 qglVertex3f(v[0], v[1], v[2]);
14166 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14167 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14168 qglVertex3f(v[0], v[1], v[2]);
14172 qglBegin(GL_LINES);
14173 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14175 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14176 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14177 qglVertex3f(v[0], v[1], v[2]);
14178 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14179 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14180 qglVertex3f(v[0], v[1], v[2]);
14184 qglBegin(GL_LINES);
14185 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14187 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14188 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14189 qglVertex3f(v[0], v[1], v[2]);
14190 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14191 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14192 qglVertex3f(v[0], v[1], v[2]);
14199 rsurface.texture = NULL;
14203 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14204 int r_maxsurfacelist = 0;
14205 const msurface_t **r_surfacelist = NULL;
14206 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14208 int i, j, endj, flagsmask;
14209 dp_model_t *model = r_refdef.scene.worldmodel;
14210 msurface_t *surfaces;
14211 unsigned char *update;
14212 int numsurfacelist = 0;
14216 if (r_maxsurfacelist < model->num_surfaces)
14218 r_maxsurfacelist = model->num_surfaces;
14220 Mem_Free((msurface_t**)r_surfacelist);
14221 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14224 RSurf_ActiveWorldEntity();
14226 surfaces = model->data_surfaces;
14227 update = model->brushq1.lightmapupdateflags;
14229 // update light styles on this submodel
14230 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14232 model_brush_lightstyleinfo_t *style;
14233 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14235 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14237 int *list = style->surfacelist;
14238 style->value = r_refdef.scene.lightstylevalue[style->style];
14239 for (j = 0;j < style->numsurfaces;j++)
14240 update[list[j]] = true;
14245 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14249 R_DrawDebugModel();
14250 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14254 rsurface.lightmaptexture = NULL;
14255 rsurface.deluxemaptexture = NULL;
14256 rsurface.uselightmaptexture = false;
14257 rsurface.texture = NULL;
14258 rsurface.rtlight = NULL;
14259 numsurfacelist = 0;
14260 // add visible surfaces to draw list
14261 for (i = 0;i < model->nummodelsurfaces;i++)
14263 j = model->sortedmodelsurfaces[i];
14264 if (r_refdef.viewcache.world_surfacevisible[j])
14265 r_surfacelist[numsurfacelist++] = surfaces + j;
14267 // update lightmaps if needed
14268 if (model->brushq1.firstrender)
14270 model->brushq1.firstrender = false;
14271 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14273 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14277 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14278 if (r_refdef.viewcache.world_surfacevisible[j])
14280 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14282 // don't do anything if there were no surfaces
14283 if (!numsurfacelist)
14285 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14288 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14289 GL_AlphaTest(false);
14291 // add to stats if desired
14292 if (r_speeds.integer && !skysurfaces && !depthonly)
14294 r_refdef.stats.world_surfaces += numsurfacelist;
14295 for (j = 0;j < numsurfacelist;j++)
14296 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14299 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14302 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14304 int i, j, endj, flagsmask;
14305 dp_model_t *model = ent->model;
14306 msurface_t *surfaces;
14307 unsigned char *update;
14308 int numsurfacelist = 0;
14312 if (r_maxsurfacelist < model->num_surfaces)
14314 r_maxsurfacelist = model->num_surfaces;
14316 Mem_Free((msurface_t **)r_surfacelist);
14317 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14320 // if the model is static it doesn't matter what value we give for
14321 // wantnormals and wanttangents, so this logic uses only rules applicable
14322 // to a model, knowing that they are meaningless otherwise
14323 if (ent == r_refdef.scene.worldentity)
14324 RSurf_ActiveWorldEntity();
14325 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14326 RSurf_ActiveModelEntity(ent, false, false, false);
14328 RSurf_ActiveModelEntity(ent, true, true, true);
14329 else if (depthonly)
14331 switch (vid.renderpath)
14333 case RENDERPATH_GL20:
14334 case RENDERPATH_CGGL:
14335 case RENDERPATH_D3D9:
14336 case RENDERPATH_D3D10:
14337 case RENDERPATH_D3D11:
14338 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14340 case RENDERPATH_GL13:
14341 case RENDERPATH_GL11:
14342 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14348 switch (vid.renderpath)
14350 case RENDERPATH_GL20:
14351 case RENDERPATH_CGGL:
14352 case RENDERPATH_D3D9:
14353 case RENDERPATH_D3D10:
14354 case RENDERPATH_D3D11:
14355 RSurf_ActiveModelEntity(ent, true, true, false);
14357 case RENDERPATH_GL13:
14358 case RENDERPATH_GL11:
14359 RSurf_ActiveModelEntity(ent, true, false, false);
14364 surfaces = model->data_surfaces;
14365 update = model->brushq1.lightmapupdateflags;
14367 // update light styles
14368 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14370 model_brush_lightstyleinfo_t *style;
14371 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14373 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14375 int *list = style->surfacelist;
14376 style->value = r_refdef.scene.lightstylevalue[style->style];
14377 for (j = 0;j < style->numsurfaces;j++)
14378 update[list[j]] = true;
14383 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14387 R_DrawDebugModel();
14388 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14392 rsurface.lightmaptexture = NULL;
14393 rsurface.deluxemaptexture = NULL;
14394 rsurface.uselightmaptexture = false;
14395 rsurface.texture = NULL;
14396 rsurface.rtlight = NULL;
14397 numsurfacelist = 0;
14398 // add visible surfaces to draw list
14399 for (i = 0;i < model->nummodelsurfaces;i++)
14400 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14401 // don't do anything if there were no surfaces
14402 if (!numsurfacelist)
14404 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14407 // update lightmaps if needed
14411 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14416 R_BuildLightMap(ent, surfaces + j);
14421 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14423 R_BuildLightMap(ent, surfaces + j);
14424 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14425 GL_AlphaTest(false);
14427 // add to stats if desired
14428 if (r_speeds.integer && !skysurfaces && !depthonly)
14430 r_refdef.stats.entities_surfaces += numsurfacelist;
14431 for (j = 0;j < numsurfacelist;j++)
14432 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14435 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14438 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14440 static texture_t texture;
14441 static msurface_t surface;
14442 const msurface_t *surfacelist = &surface;
14444 // fake enough texture and surface state to render this geometry
14446 texture.update_lastrenderframe = -1; // regenerate this texture
14447 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14448 texture.currentskinframe = skinframe;
14449 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14450 texture.offsetmapping = OFFSETMAPPING_OFF;
14451 texture.offsetscale = 1;
14452 texture.specularscalemod = 1;
14453 texture.specularpowermod = 1;
14455 surface.texture = &texture;
14456 surface.num_triangles = numtriangles;
14457 surface.num_firsttriangle = firsttriangle;
14458 surface.num_vertices = numvertices;
14459 surface.num_firstvertex = firstvertex;
14462 rsurface.texture = R_GetCurrentTexture(surface.texture);
14463 rsurface.lightmaptexture = NULL;
14464 rsurface.deluxemaptexture = NULL;
14465 rsurface.uselightmaptexture = false;
14466 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14469 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)
14471 static msurface_t surface;
14472 const msurface_t *surfacelist = &surface;
14474 // fake enough texture and surface state to render this geometry
14476 surface.texture = texture;
14477 surface.num_triangles = numtriangles;
14478 surface.num_firsttriangle = firsttriangle;
14479 surface.num_vertices = numvertices;
14480 surface.num_firstvertex = firstvertex;
14483 rsurface.texture = R_GetCurrentTexture(surface.texture);
14484 rsurface.lightmaptexture = NULL;
14485 rsurface.deluxemaptexture = NULL;
14486 rsurface.uselightmaptexture = false;
14487 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);