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)"};
151 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
152 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
153 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
154 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
156 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)"};
157 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
158 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"};
159 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
160 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
161 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
163 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
164 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
165 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
166 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
168 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
169 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
170 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
171 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
172 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
173 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
174 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
176 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
177 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
178 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
179 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)"};
181 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"};
183 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"};
185 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
187 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
188 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"};
189 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
190 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
191 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
192 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
193 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)"};
195 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
196 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"};
198 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)"};
200 extern cvar_t v_glslgamma;
202 extern qboolean v_flipped_state;
204 static struct r_bloomstate_s
209 int bloomwidth, bloomheight;
211 int screentexturewidth, screentextureheight;
212 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
214 int bloomtexturewidth, bloomtextureheight;
215 rtexture_t *texture_bloom;
217 // arrays for rendering the screen passes
218 float screentexcoord2f[8];
219 float bloomtexcoord2f[8];
220 float offsettexcoord2f[8];
222 r_viewport_t viewport;
226 r_waterstate_t r_waterstate;
228 /// shadow volume bsp struct with automatically growing nodes buffer
231 rtexture_t *r_texture_blanknormalmap;
232 rtexture_t *r_texture_white;
233 rtexture_t *r_texture_grey128;
234 rtexture_t *r_texture_black;
235 rtexture_t *r_texture_notexture;
236 rtexture_t *r_texture_whitecube;
237 rtexture_t *r_texture_normalizationcube;
238 rtexture_t *r_texture_fogattenuation;
239 rtexture_t *r_texture_fogheighttexture;
240 rtexture_t *r_texture_gammaramps;
241 unsigned int r_texture_gammaramps_serial;
242 //rtexture_t *r_texture_fogintensity;
243 rtexture_t *r_texture_reflectcube;
245 // TODO: hash lookups?
246 typedef struct cubemapinfo_s
253 int r_texture_numcubemaps;
254 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
256 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
257 unsigned int r_numqueries;
258 unsigned int r_maxqueries;
260 typedef struct r_qwskincache_s
262 char name[MAX_QPATH];
263 skinframe_t *skinframe;
267 static r_qwskincache_t *r_qwskincache;
268 static int r_qwskincache_size;
270 /// vertex coordinates for a quad that covers the screen exactly
271 extern const float r_screenvertex3f[12];
272 extern const float r_d3dscreenvertex3f[12];
273 const float r_screenvertex3f[12] =
280 const float r_d3dscreenvertex3f[12] =
288 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
291 for (i = 0;i < verts;i++)
302 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
305 for (i = 0;i < verts;i++)
315 // FIXME: move this to client?
318 if (gamemode == GAME_NEHAHRA)
320 Cvar_Set("gl_fogenable", "0");
321 Cvar_Set("gl_fogdensity", "0.2");
322 Cvar_Set("gl_fogred", "0.3");
323 Cvar_Set("gl_foggreen", "0.3");
324 Cvar_Set("gl_fogblue", "0.3");
326 r_refdef.fog_density = 0;
327 r_refdef.fog_red = 0;
328 r_refdef.fog_green = 0;
329 r_refdef.fog_blue = 0;
330 r_refdef.fog_alpha = 1;
331 r_refdef.fog_start = 0;
332 r_refdef.fog_end = 16384;
333 r_refdef.fog_height = 1<<30;
334 r_refdef.fog_fadedepth = 128;
335 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
338 static void R_BuildBlankTextures(void)
340 unsigned char data[4];
341 data[2] = 128; // normal X
342 data[1] = 128; // normal Y
343 data[0] = 255; // normal Z
344 data[3] = 128; // height
345 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363 static void R_BuildNoTexture(void)
366 unsigned char pix[16][16][4];
367 // this makes a light grey/dark grey checkerboard texture
368 for (y = 0;y < 16;y++)
370 for (x = 0;x < 16;x++)
372 if ((y < 8) ^ (x < 8))
388 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
391 static void R_BuildWhiteCube(void)
393 unsigned char data[6*1*1*4];
394 memset(data, 255, sizeof(data));
395 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNormalizationCube(void)
402 vec_t s, t, intensity;
405 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
406 for (side = 0;side < 6;side++)
408 for (y = 0;y < NORMSIZE;y++)
410 for (x = 0;x < NORMSIZE;x++)
412 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
413 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448 intensity = 127.0f / sqrt(DotProduct(v, v));
449 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
450 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
451 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
452 data[((side*64+y)*64+x)*4+3] = 255;
456 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
460 static void R_BuildFogTexture(void)
464 unsigned char data1[FOGWIDTH][4];
465 //unsigned char data2[FOGWIDTH][4];
468 r_refdef.fogmasktable_start = r_refdef.fog_start;
469 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
470 r_refdef.fogmasktable_range = r_refdef.fogrange;
471 r_refdef.fogmasktable_density = r_refdef.fog_density;
473 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
474 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
476 d = (x * r - r_refdef.fogmasktable_start);
477 if(developer_extra.integer)
478 Con_DPrintf("%f ", d);
480 if (r_fog_exp2.integer)
481 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
483 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
484 if(developer_extra.integer)
485 Con_DPrintf(" : %f ", alpha);
486 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
487 if(developer_extra.integer)
488 Con_DPrintf(" = %f\n", alpha);
489 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
492 for (x = 0;x < FOGWIDTH;x++)
494 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
499 //data2[x][0] = 255 - b;
500 //data2[x][1] = 255 - b;
501 //data2[x][2] = 255 - b;
504 if (r_texture_fogattenuation)
506 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
507 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
511 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
512 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
516 static void R_BuildFogHeightTexture(void)
518 unsigned char *inpixels;
526 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
527 if (r_refdef.fogheighttexturename[0])
528 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
531 r_refdef.fog_height_tablesize = 0;
532 if (r_texture_fogheighttexture)
533 R_FreeTexture(r_texture_fogheighttexture);
534 r_texture_fogheighttexture = NULL;
535 if (r_refdef.fog_height_table2d)
536 Mem_Free(r_refdef.fog_height_table2d);
537 r_refdef.fog_height_table2d = NULL;
538 if (r_refdef.fog_height_table1d)
539 Mem_Free(r_refdef.fog_height_table1d);
540 r_refdef.fog_height_table1d = NULL;
544 r_refdef.fog_height_tablesize = size;
545 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
546 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
547 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
549 // LordHavoc: now the magic - what is that table2d for? it is a cooked
550 // average fog color table accounting for every fog layer between a point
551 // and the camera. (Note: attenuation is handled separately!)
552 for (y = 0;y < size;y++)
554 for (x = 0;x < size;x++)
560 for (j = x;j <= y;j++)
562 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
568 for (j = x;j >= y;j--)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
576 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
577 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
578 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
581 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
584 //=======================================================================================================================================================
586 static const char *builtinshaderstring =
587 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
588 "// written by Forest 'LordHavoc' Hale\n"
589 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
591 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
594 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
595 "#define USELIGHTMAP\n"
597 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
598 "#define USEEYEVECTOR\n"
601 "#ifdef USESHADOWMAP2D\n"
602 "# ifdef GL_EXT_gpu_shader4\n"
603 "# extension GL_EXT_gpu_shader4 : enable\n"
605 "# ifdef GL_ARB_texture_gather\n"
606 "# extension GL_ARB_texture_gather : enable\n"
608 "# ifdef GL_AMD_texture_texture4\n"
609 "# extension GL_AMD_texture_texture4 : enable\n"
614 "//#ifdef USESHADOWSAMPLER\n"
615 "//# extension GL_ARB_shadow : enable\n"
618 "//#ifdef __GLSL_CG_DATA_TYPES\n"
619 "//# define myhalf half\n"
620 "//# define myhalf2 half2\n"
621 "//# define myhalf3 half3\n"
622 "//# define myhalf4 half4\n"
624 "# define myhalf float\n"
625 "# define myhalf2 vec2\n"
626 "# define myhalf3 vec3\n"
627 "# define myhalf4 vec4\n"
630 "#ifdef VERTEX_SHADER\n"
631 "uniform mat4 ModelViewProjectionMatrix;\n"
634 "#ifdef MODE_DEPTH_OR_SHADOW\n"
635 "#ifdef VERTEX_SHADER\n"
638 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
641 "#else // !MODE_DEPTH_ORSHADOW\n"
646 "#ifdef MODE_SHOWDEPTH\n"
647 "#ifdef VERTEX_SHADER\n"
650 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
655 "#ifdef FRAGMENT_SHADER\n"
658 " gl_FragColor = gl_Color;\n"
661 "#else // !MODE_SHOWDEPTH\n"
666 "#ifdef MODE_POSTPROCESS\n"
667 "varying vec2 TexCoord1;\n"
668 "varying vec2 TexCoord2;\n"
670 "#ifdef VERTEX_SHADER\n"
673 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
674 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
676 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
681 "#ifdef FRAGMENT_SHADER\n"
682 "uniform sampler2D Texture_First;\n"
684 "uniform sampler2D Texture_Second;\n"
685 "uniform vec4 BloomColorSubtract;\n"
687 "#ifdef USEGAMMARAMPS\n"
688 "uniform sampler2D Texture_GammaRamps;\n"
690 "#ifdef USESATURATION\n"
691 "uniform float Saturation;\n"
693 "#ifdef USEVIEWTINT\n"
694 "uniform vec4 ViewTintColor;\n"
696 "//uncomment these if you want to use them:\n"
697 "uniform vec4 UserVec1;\n"
698 "uniform vec4 UserVec2;\n"
699 "// uniform vec4 UserVec3;\n"
700 "// uniform vec4 UserVec4;\n"
701 "// uniform float ClientTime;\n"
702 "uniform vec2 PixelSize;\n"
705 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
707 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
709 "#ifdef USEVIEWTINT\n"
710 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
713 "#ifdef USEPOSTPROCESSING\n"
714 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
715 "// 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"
716 " float sobel = 1.0;\n"
717 " // vec2 ts = textureSize(Texture_First, 0);\n"
718 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
719 " vec2 px = PixelSize;\n"
720 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
722 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
723 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
724 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
725 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
726 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
727 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
728 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
729 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
730 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
731 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
732 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
733 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
734 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
735 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
736 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
737 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
738 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
739 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
740 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
741 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
742 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
743 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
744 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
746 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
747 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
748 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
749 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
750 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
751 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
754 "#ifdef USESATURATION\n"
755 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
756 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
757 " // 'vampire sight' effect, wheres red is compensated\n"
758 " #ifdef SATURATION_REDCOMPENSATE\n"
759 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
760 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
761 " gl_FragColor.r += rboost;\n"
763 " // normal desaturation\n"
764 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
765 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
769 "#ifdef USEGAMMARAMPS\n"
770 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
771 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
772 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
776 "#else // !MODE_POSTPROCESS\n"
781 "#ifdef MODE_GENERIC\n"
782 "#ifdef USEDIFFUSE\n"
783 "varying vec2 TexCoord1;\n"
785 "#ifdef USESPECULAR\n"
786 "varying vec2 TexCoord2;\n"
788 "#ifdef VERTEX_SHADER\n"
791 " gl_FrontColor = gl_Color;\n"
792 "#ifdef USEDIFFUSE\n"
793 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
795 "#ifdef USESPECULAR\n"
796 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
798 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 "#ifdef FRAGMENT_SHADER\n"
803 "#ifdef USEDIFFUSE\n"
804 "uniform sampler2D Texture_First;\n"
806 "#ifdef USESPECULAR\n"
807 "uniform sampler2D Texture_Second;\n"
812 "#ifdef USEVIEWTINT\n"
813 " gl_FragColor = gl_Color;\n"
815 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
817 "#ifdef USEDIFFUSE\n"
818 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
821 "#ifdef USESPECULAR\n"
822 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
823 "# ifdef USECOLORMAPPING\n"
824 " gl_FragColor *= tex2;\n"
827 " gl_FragColor += tex2;\n"
829 "# ifdef USEVERTEXTEXTUREBLEND\n"
830 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
835 "#else // !MODE_GENERIC\n"
840 "#ifdef MODE_BLOOMBLUR\n"
841 "varying TexCoord;\n"
842 "#ifdef VERTEX_SHADER\n"
845 " gl_FrontColor = gl_Color;\n"
846 " TexCoord = gl_MultiTexCoord0.xy;\n"
847 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 "#ifdef FRAGMENT_SHADER\n"
852 "uniform sampler2D Texture_First;\n"
853 "uniform vec4 BloomBlur_Parameters;\n"
858 " vec2 tc = TexCoord;\n"
859 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
860 " tc += BloomBlur_Parameters.xy;\n"
861 " for (i = 1;i < SAMPLES;i++)\n"
863 " color += texture2D(Texture_First, tc).rgb;\n"
864 " tc += BloomBlur_Parameters.xy;\n"
866 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
869 "#else // !MODE_BLOOMBLUR\n"
870 "#ifdef MODE_REFRACTION\n"
871 "varying vec2 TexCoord;\n"
872 "varying vec4 ModelViewProjectionPosition;\n"
873 "uniform mat4 TexMatrix;\n"
874 "#ifdef VERTEX_SHADER\n"
878 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
879 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
880 " ModelViewProjectionPosition = gl_Position;\n"
884 "#ifdef FRAGMENT_SHADER\n"
885 "uniform sampler2D Texture_Normal;\n"
886 "uniform sampler2D Texture_Refraction;\n"
887 "uniform sampler2D Texture_Reflection;\n"
889 "uniform vec4 DistortScaleRefractReflect;\n"
890 "uniform vec4 ScreenScaleRefractReflect;\n"
891 "uniform vec4 ScreenCenterRefractReflect;\n"
892 "uniform vec4 RefractColor;\n"
893 "uniform vec4 ReflectColor;\n"
894 "uniform float ReflectFactor;\n"
895 "uniform float ReflectOffset;\n"
899 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
900 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
901 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
902 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
903 " // FIXME temporary hack to detect the case that the reflection\n"
904 " // gets blackened at edges due to leaving the area that contains actual\n"
906 " // Remove this 'ack once we have a better way to stop this thing from\n"
908 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
909 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
910 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
912 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
913 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
916 "#else // !MODE_REFRACTION\n"
921 "#ifdef MODE_WATER\n"
922 "varying vec2 TexCoord;\n"
923 "varying vec3 EyeVector;\n"
924 "varying vec4 ModelViewProjectionPosition;\n"
925 "#ifdef VERTEX_SHADER\n"
926 "uniform vec3 EyePosition;\n"
927 "uniform mat4 TexMatrix;\n"
931 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
932 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
933 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
934 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
935 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
936 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
937 " ModelViewProjectionPosition = gl_Position;\n"
941 "#ifdef FRAGMENT_SHADER\n"
942 "uniform sampler2D Texture_Normal;\n"
943 "uniform sampler2D Texture_Refraction;\n"
944 "uniform sampler2D Texture_Reflection;\n"
946 "uniform vec4 DistortScaleRefractReflect;\n"
947 "uniform vec4 ScreenScaleRefractReflect;\n"
948 "uniform vec4 ScreenCenterRefractReflect;\n"
949 "uniform vec4 RefractColor;\n"
950 "uniform vec4 ReflectColor;\n"
951 "uniform float ReflectFactor;\n"
952 "uniform float ReflectOffset;\n"
953 "uniform float ClientTime;\n"
954 "#ifdef USENORMALMAPSCROLLBLEND\n"
955 "uniform vec2 NormalmapScrollBlend;\n"
960 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
961 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
962 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
963 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
964 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
965 " #ifdef USENORMALMAPSCROLLBLEND\n"
966 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
967 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
968 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
970 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
972 " // FIXME temporary hack to detect the case that the reflection\n"
973 " // gets blackened at edges due to leaving the area that contains actual\n"
975 " // Remove this 'ack once we have a better way to stop this thing from\n"
977 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
978 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
979 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
980 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
981 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
982 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
983 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
984 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
985 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
986 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
987 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
988 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
991 "#else // !MODE_WATER\n"
996 "// common definitions between vertex shader and fragment shader:\n"
998 "varying vec2 TexCoord;\n"
999 "#ifdef USEVERTEXTEXTUREBLEND\n"
1000 "varying vec2 TexCoord2;\n"
1002 "#ifdef USELIGHTMAP\n"
1003 "varying vec2 TexCoordLightmap;\n"
1006 "#ifdef MODE_LIGHTSOURCE\n"
1007 "varying vec3 CubeVector;\n"
1010 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1011 "varying vec3 LightVector;\n"
1014 "#ifdef USEEYEVECTOR\n"
1015 "varying vec3 EyeVector;\n"
1018 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1021 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1022 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1023 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1024 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1027 "#ifdef USEREFLECTION\n"
1028 "varying vec4 ModelViewProjectionPosition;\n"
1030 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1031 "uniform vec3 LightPosition;\n"
1032 "varying vec4 ModelViewPosition;\n"
1035 "#ifdef MODE_LIGHTSOURCE\n"
1036 "uniform vec3 LightPosition;\n"
1038 "uniform vec3 EyePosition;\n"
1039 "#ifdef MODE_LIGHTDIRECTION\n"
1040 "uniform vec3 LightDir;\n"
1042 "uniform vec4 FogPlane;\n"
1044 "#ifdef USESHADOWMAPORTHO\n"
1045 "varying vec3 ShadowMapTC;\n"
1052 "// 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"
1054 "// fragment shader specific:\n"
1055 "#ifdef FRAGMENT_SHADER\n"
1057 "uniform sampler2D Texture_Normal;\n"
1058 "uniform sampler2D Texture_Color;\n"
1059 "uniform sampler2D Texture_Gloss;\n"
1061 "uniform sampler2D Texture_Glow;\n"
1063 "#ifdef USEVERTEXTEXTUREBLEND\n"
1064 "uniform sampler2D Texture_SecondaryNormal;\n"
1065 "uniform sampler2D Texture_SecondaryColor;\n"
1066 "uniform sampler2D Texture_SecondaryGloss;\n"
1068 "uniform sampler2D Texture_SecondaryGlow;\n"
1071 "#ifdef USECOLORMAPPING\n"
1072 "uniform sampler2D Texture_Pants;\n"
1073 "uniform sampler2D Texture_Shirt;\n"
1076 "#ifdef USEFOGHEIGHTTEXTURE\n"
1077 "uniform sampler2D Texture_FogHeightTexture;\n"
1079 "uniform sampler2D Texture_FogMask;\n"
1081 "#ifdef USELIGHTMAP\n"
1082 "uniform sampler2D Texture_Lightmap;\n"
1084 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1085 "uniform sampler2D Texture_Deluxemap;\n"
1087 "#ifdef USEREFLECTION\n"
1088 "uniform sampler2D Texture_Reflection;\n"
1091 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1092 "uniform sampler2D Texture_ScreenDepth;\n"
1093 "uniform sampler2D Texture_ScreenNormalMap;\n"
1095 "#ifdef USEDEFERREDLIGHTMAP\n"
1096 "uniform sampler2D Texture_ScreenDiffuse;\n"
1097 "uniform sampler2D Texture_ScreenSpecular;\n"
1100 "uniform myhalf3 Color_Pants;\n"
1101 "uniform myhalf3 Color_Shirt;\n"
1102 "uniform myhalf3 FogColor;\n"
1105 "uniform float FogRangeRecip;\n"
1106 "uniform float FogPlaneViewDist;\n"
1107 "uniform float FogHeightFade;\n"
1108 "vec3 FogVertex(vec3 surfacecolor)\n"
1110 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1111 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1113 "#ifdef USEFOGHEIGHTTEXTURE\n"
1114 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1115 " fogfrac = fogheightpixel.a;\n"
1116 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1118 "# ifdef USEFOGOUTSIDE\n"
1119 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1121 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1123 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1128 "#ifdef USEOFFSETMAPPING\n"
1129 "uniform float OffsetMapping_Scale;\n"
1130 "vec2 OffsetMapping(vec2 TexCoord)\n"
1132 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1133 " // 14 sample relief mapping: linear search and then binary search\n"
1134 " // this basically steps forward a small amount repeatedly until it finds\n"
1135 " // itself inside solid, then jitters forward and back using decreasing\n"
1136 " // amounts to find the impact\n"
1137 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1138 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1139 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1140 " vec3 RT = vec3(TexCoord, 1);\n"
1141 " OffsetVector *= 0.1;\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);\n"
1145 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1146 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1147 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1148 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1149 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1150 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1151 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1152 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1153 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1154 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1155 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1158 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1159 " // this basically moves forward the full distance, and then backs up based\n"
1160 " // on height of samples\n"
1161 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1162 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1163 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1164 " TexCoord += OffsetVector;\n"
1165 " OffsetVector *= 0.5;\n"
1166 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1167 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1168 " return TexCoord;\n"
1171 "#endif // USEOFFSETMAPPING\n"
1173 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1174 "uniform sampler2D Texture_Attenuation;\n"
1175 "uniform samplerCube Texture_Cube;\n"
1178 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1180 "#ifdef USESHADOWMAP2D\n"
1181 "# ifdef USESHADOWSAMPLER\n"
1182 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1184 "uniform sampler2D Texture_ShadowMap2D;\n"
1188 "#ifdef USESHADOWMAPVSDCT\n"
1189 "uniform samplerCube Texture_CubeProjection;\n"
1192 "#if defined(USESHADOWMAP2D)\n"
1193 "uniform vec2 ShadowMap_TextureScale;\n"
1194 "uniform vec4 ShadowMap_Parameters;\n"
1197 "#if defined(USESHADOWMAP2D)\n"
1198 "# ifdef USESHADOWMAPORTHO\n"
1199 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1201 "# ifdef USESHADOWMAPVSDCT\n"
1202 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1204 " vec3 adir = abs(dir);\n"
1205 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1206 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1207 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1210 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1212 " vec3 adir = abs(dir);\n"
1213 " float ma = adir.z;\n"
1214 " vec4 proj = vec4(dir, 2.5);\n"
1215 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1216 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1217 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1218 " 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"
1222 "#endif // defined(USESHADOWMAP2D)\n"
1224 "# ifdef USESHADOWMAP2D\n"
1225 "float ShadowMapCompare(vec3 dir)\n"
1227 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1230 "# ifdef USESHADOWSAMPLER\n"
1231 "# ifdef USESHADOWMAPPCF\n"
1232 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1233 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1234 " 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"
1236 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1239 "# ifdef USESHADOWMAPPCF\n"
1240 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1241 "# ifdef GL_ARB_texture_gather\n"
1242 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1244 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1246 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1247 "# if USESHADOWMAPPCF > 1\n"
1248 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1249 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1250 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1251 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1252 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1253 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1254 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1255 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1256 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1257 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1258 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1259 " locols.yz += group2.ab;\n"
1260 " hicols.yz += group8.rg;\n"
1261 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1262 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1263 " mix(locols, hicols, offset.y);\n"
1264 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1265 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1266 " f = dot(cols, vec4(1.0/25.0));\n"
1268 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1269 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1270 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1271 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1272 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1273 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1274 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1277 "# ifdef GL_EXT_gpu_shader4\n"
1278 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1280 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1282 "# if USESHADOWMAPPCF > 1\n"
1283 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1284 " center *= ShadowMap_TextureScale;\n"
1285 " 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"
1286 " 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"
1287 " 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"
1288 " 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"
1289 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1290 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1292 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1293 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1294 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1295 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1296 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1297 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1301 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1304 "# ifdef USESHADOWMAPORTHO\n"
1305 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1311 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1312 "#endif // FRAGMENT_SHADER\n"
1317 "#ifdef MODE_DEFERREDGEOMETRY\n"
1318 "#ifdef VERTEX_SHADER\n"
1319 "uniform mat4 TexMatrix;\n"
1320 "#ifdef USEVERTEXTEXTUREBLEND\n"
1321 "uniform mat4 BackgroundTexMatrix;\n"
1323 "uniform mat4 ModelViewMatrix;\n"
1326 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1327 "#ifdef USEVERTEXTEXTUREBLEND\n"
1328 " gl_FrontColor = gl_Color;\n"
1329 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1332 " // transform unnormalized eye direction into tangent space\n"
1333 "#ifdef USEOFFSETMAPPING\n"
1334 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1335 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1336 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1337 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1340 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1341 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1342 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1343 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1345 "#endif // VERTEX_SHADER\n"
1347 "#ifdef FRAGMENT_SHADER\n"
1350 "#ifdef USEOFFSETMAPPING\n"
1351 " // apply offsetmapping\n"
1352 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1353 "#define TexCoord TexCoordOffset\n"
1356 "#ifdef USEALPHAKILL\n"
1357 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1361 "#ifdef USEVERTEXTEXTUREBLEND\n"
1362 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1363 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1364 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1365 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1370 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1372 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1373 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1376 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1378 "#endif // FRAGMENT_SHADER\n"
1379 "#else // !MODE_DEFERREDGEOMETRY\n"
1384 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1385 "#ifdef VERTEX_SHADER\n"
1386 "uniform mat4 ModelViewMatrix;\n"
1389 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1390 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "#endif // VERTEX_SHADER\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1395 "uniform mat4 ViewToLight;\n"
1396 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1397 "uniform vec2 ScreenToDepth;\n"
1398 "uniform myhalf3 DeferredColor_Ambient;\n"
1399 "uniform myhalf3 DeferredColor_Diffuse;\n"
1400 "#ifdef USESPECULAR\n"
1401 "uniform myhalf3 DeferredColor_Specular;\n"
1402 "uniform myhalf SpecularPower;\n"
1404 "uniform myhalf2 PixelToScreenTexCoord;\n"
1407 " // calculate viewspace pixel position\n"
1408 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1410 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1411 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1412 " // decode viewspace pixel normal\n"
1413 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1414 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1415 " // surfacenormal = pixel normal in viewspace\n"
1416 " // LightVector = pixel to light in viewspace\n"
1417 " // CubeVector = position in lightspace\n"
1418 " // eyevector = pixel to view in viewspace\n"
1419 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1420 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1421 "#ifdef USEDIFFUSE\n"
1422 " // calculate diffuse shading\n"
1423 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1424 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1426 "#ifdef USESPECULAR\n"
1427 " // calculate directional shading\n"
1428 " vec3 eyevector = position * -1.0;\n"
1429 "# ifdef USEEXACTSPECULARMATH\n"
1430 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1432 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1433 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1437 "#if defined(USESHADOWMAP2D)\n"
1438 " fade *= ShadowMapCompare(CubeVector);\n"
1441 "#ifdef USEDIFFUSE\n"
1442 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1444 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1446 "#ifdef USESPECULAR\n"
1447 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1449 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1452 "# ifdef USECUBEFILTER\n"
1453 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1454 " gl_FragData[0].rgb *= cubecolor;\n"
1455 " gl_FragData[1].rgb *= cubecolor;\n"
1458 "#endif // FRAGMENT_SHADER\n"
1459 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1464 "#ifdef VERTEX_SHADER\n"
1465 "uniform mat4 TexMatrix;\n"
1466 "#ifdef USEVERTEXTEXTUREBLEND\n"
1467 "uniform mat4 BackgroundTexMatrix;\n"
1469 "#ifdef MODE_LIGHTSOURCE\n"
1470 "uniform mat4 ModelToLight;\n"
1472 "#ifdef USESHADOWMAPORTHO\n"
1473 "uniform mat4 ShadowMapMatrix;\n"
1477 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1478 " gl_FrontColor = gl_Color;\n"
1480 " // copy the surface texcoord\n"
1481 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1482 "#ifdef USEVERTEXTEXTUREBLEND\n"
1483 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1485 "#ifdef USELIGHTMAP\n"
1486 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1489 "#ifdef MODE_LIGHTSOURCE\n"
1490 " // transform vertex position into light attenuation/cubemap space\n"
1491 " // (-1 to +1 across the light box)\n"
1492 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1494 "# ifdef USEDIFFUSE\n"
1495 " // transform unnormalized light direction into tangent space\n"
1496 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1497 " // normalize it per pixel)\n"
1498 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1499 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1500 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1501 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1505 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1506 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1507 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1508 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1511 " // transform unnormalized eye direction into tangent space\n"
1512 "#ifdef USEEYEVECTOR\n"
1513 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1514 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1515 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1516 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1520 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1521 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1524 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1525 " VectorS = gl_MultiTexCoord1.xyz;\n"
1526 " VectorT = gl_MultiTexCoord2.xyz;\n"
1527 " VectorR = gl_MultiTexCoord3.xyz;\n"
1530 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1531 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1533 "#ifdef USESHADOWMAPORTHO\n"
1534 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1537 "#ifdef USEREFLECTION\n"
1538 " ModelViewProjectionPosition = gl_Position;\n"
1541 "#endif // VERTEX_SHADER\n"
1546 "#ifdef FRAGMENT_SHADER\n"
1547 "#ifdef USEDEFERREDLIGHTMAP\n"
1548 "uniform myhalf2 PixelToScreenTexCoord;\n"
1549 "uniform myhalf3 DeferredMod_Diffuse;\n"
1550 "uniform myhalf3 DeferredMod_Specular;\n"
1552 "uniform myhalf3 Color_Ambient;\n"
1553 "uniform myhalf3 Color_Diffuse;\n"
1554 "uniform myhalf3 Color_Specular;\n"
1555 "uniform myhalf SpecularPower;\n"
1557 "uniform myhalf3 Color_Glow;\n"
1559 "uniform myhalf Alpha;\n"
1560 "#ifdef USEREFLECTION\n"
1561 "uniform vec4 DistortScaleRefractReflect;\n"
1562 "uniform vec4 ScreenScaleRefractReflect;\n"
1563 "uniform vec4 ScreenCenterRefractReflect;\n"
1564 "uniform myhalf4 ReflectColor;\n"
1566 "#ifdef USEREFLECTCUBE\n"
1567 "uniform mat4 ModelToReflectCube;\n"
1568 "uniform sampler2D Texture_ReflectMask;\n"
1569 "uniform samplerCube Texture_ReflectCube;\n"
1571 "#ifdef MODE_LIGHTDIRECTION\n"
1572 "uniform myhalf3 LightColor;\n"
1574 "#ifdef MODE_LIGHTSOURCE\n"
1575 "uniform myhalf3 LightColor;\n"
1579 "#ifdef USEOFFSETMAPPING\n"
1580 " // apply offsetmapping\n"
1581 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1582 "#define TexCoord TexCoordOffset\n"
1585 " // combine the diffuse textures (base, pants, shirt)\n"
1586 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1587 "#ifdef USEALPHAKILL\n"
1588 " if (color.a < 0.5)\n"
1591 " color.a *= Alpha;\n"
1592 "#ifdef USECOLORMAPPING\n"
1593 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1595 "#ifdef USEVERTEXTEXTUREBLEND\n"
1596 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1597 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1598 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1599 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1601 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1604 " // get the surface normal\n"
1605 "#ifdef USEVERTEXTEXTUREBLEND\n"
1606 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1608 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1611 " // get the material colors\n"
1612 " myhalf3 diffusetex = color.rgb;\n"
1613 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1614 "# ifdef USEVERTEXTEXTUREBLEND\n"
1615 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1617 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1621 "#ifdef USEREFLECTCUBE\n"
1622 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1623 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1624 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1625 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1631 "#ifdef MODE_LIGHTSOURCE\n"
1632 " // light source\n"
1633 "#ifdef USEDIFFUSE\n"
1634 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1635 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1636 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1637 "#ifdef USESPECULAR\n"
1638 "#ifdef USEEXACTSPECULARMATH\n"
1639 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1641 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1642 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1644 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1647 " color.rgb = diffusetex * Color_Ambient;\n"
1649 " color.rgb *= LightColor;\n"
1650 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1651 "#if defined(USESHADOWMAP2D)\n"
1652 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1654 "# ifdef USECUBEFILTER\n"
1655 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1657 "#endif // MODE_LIGHTSOURCE\n"
1662 "#ifdef MODE_LIGHTDIRECTION\n"
1664 "#ifdef USEDIFFUSE\n"
1665 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1667 "#define lightcolor LightColor\n"
1668 "#endif // MODE_LIGHTDIRECTION\n"
1669 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1671 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1672 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1673 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1674 " // convert modelspace light vector to tangentspace\n"
1675 " myhalf3 lightnormal;\n"
1676 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1677 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1678 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1679 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1680 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1681 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1682 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1683 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1684 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1685 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1686 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1687 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1688 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1689 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1690 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1691 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1693 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1694 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1695 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1701 "#ifdef MODE_FAKELIGHT\n"
1703 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1704 "myhalf3 lightcolor = myhalf3(1.0);\n"
1705 "#endif // MODE_FAKELIGHT\n"
1710 "#ifdef MODE_LIGHTMAP\n"
1711 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1712 "#endif // MODE_LIGHTMAP\n"
1713 "#ifdef MODE_VERTEXCOLOR\n"
1714 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1715 "#endif // MODE_VERTEXCOLOR\n"
1716 "#ifdef MODE_FLATCOLOR\n"
1717 " color.rgb = diffusetex * Color_Ambient;\n"
1718 "#endif // MODE_FLATCOLOR\n"
1724 "# ifdef USEDIFFUSE\n"
1725 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1726 "# ifdef USESPECULAR\n"
1727 "# ifdef USEEXACTSPECULARMATH\n"
1728 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1730 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1731 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1733 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1735 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1738 " color.rgb = diffusetex * Color_Ambient;\n"
1742 "#ifdef USESHADOWMAPORTHO\n"
1743 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1746 "#ifdef USEDEFERREDLIGHTMAP\n"
1747 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1748 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1749 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1753 "#ifdef USEVERTEXTEXTUREBLEND\n"
1754 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1756 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1761 " color.rgb = FogVertex(color.rgb);\n"
1764 " // 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"
1765 "#ifdef USEREFLECTION\n"
1766 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1767 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1768 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1769 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1770 " // FIXME temporary hack to detect the case that the reflection\n"
1771 " // gets blackened at edges due to leaving the area that contains actual\n"
1773 " // Remove this 'ack once we have a better way to stop this thing from\n"
1775 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1776 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1777 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1778 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1779 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1780 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1783 " gl_FragColor = vec4(color);\n"
1785 "#endif // FRAGMENT_SHADER\n"
1787 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1788 "#endif // !MODE_DEFERREDGEOMETRY\n"
1789 "#endif // !MODE_WATER\n"
1790 "#endif // !MODE_REFRACTION\n"
1791 "#endif // !MODE_BLOOMBLUR\n"
1792 "#endif // !MODE_GENERIC\n"
1793 "#endif // !MODE_POSTPROCESS\n"
1794 "#endif // !MODE_SHOWDEPTH\n"
1795 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1799 =========================================================================================================================================================
1803 =========================================================================================================================================================
1807 =========================================================================================================================================================
1811 =========================================================================================================================================================
1815 =========================================================================================================================================================
1819 =========================================================================================================================================================
1823 =========================================================================================================================================================
1826 const char *builtincgshaderstring =
1827 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1828 "// written by Forest 'LordHavoc' Hale\n"
1829 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1831 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1832 "#if defined(USEREFLECTION)\n"
1833 "#undef USESHADOWMAPORTHO\n"
1836 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1839 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1840 "#define USELIGHTMAP\n"
1842 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1843 "#define USEEYEVECTOR\n"
1846 "#ifdef FRAGMENT_SHADER\n"
1848 "//#undef USESHADOWMAPPCF\n"
1849 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1850 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1852 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1856 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1857 "#ifdef VERTEX_SHADER\n"
1860 "float4 gl_Vertex : POSITION,\n"
1861 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1862 "out float4 gl_Position : POSITION,\n"
1863 "out float Depth : TEXCOORD0\n"
1866 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1867 " Depth = gl_Position.z;\n"
1871 "#ifdef FRAGMENT_SHADER\n"
1874 "float Depth : TEXCOORD0,\n"
1875 "out float4 gl_FragColor : COLOR\n"
1878 "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
1879 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1880 " temp.yz -= floor(temp.yz);\n"
1881 " gl_FragColor = temp;\n"
1882 "// gl_FragColor = float4(Depth,0,0,0);\n"
1885 "#else // !MODE_DEPTH_ORSHADOW\n"
1890 "#ifdef MODE_SHOWDEPTH\n"
1891 "#ifdef VERTEX_SHADER\n"
1894 "float4 gl_Vertex : POSITION,\n"
1895 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1896 "out float4 gl_Position : POSITION,\n"
1897 "out float4 gl_FrontColor : COLOR0\n"
1900 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1901 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1905 "#ifdef FRAGMENT_SHADER\n"
1908 "float4 gl_FrontColor : COLOR0,\n"
1909 "out float4 gl_FragColor : COLOR\n"
1912 " gl_FragColor = gl_FrontColor;\n"
1915 "#else // !MODE_SHOWDEPTH\n"
1920 "#ifdef MODE_POSTPROCESS\n"
1922 "#ifdef VERTEX_SHADER\n"
1925 "float4 gl_Vertex : POSITION,\n"
1926 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1927 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1928 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1929 "out float4 gl_Position : POSITION,\n"
1930 "out float2 TexCoord1 : TEXCOORD0,\n"
1931 "out float2 TexCoord2 : TEXCOORD1\n"
1934 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1935 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1937 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1942 "#ifdef FRAGMENT_SHADER\n"
1945 "float2 TexCoord1 : TEXCOORD0,\n"
1946 "float2 TexCoord2 : TEXCOORD1,\n"
1947 "uniform sampler Texture_First : register(s0),\n"
1949 "uniform sampler Texture_Second : register(s1),\n"
1951 "#ifdef USEGAMMARAMPS\n"
1952 "uniform sampler Texture_GammaRamps : register(s2),\n"
1954 "#ifdef USESATURATION\n"
1955 "uniform float Saturation : register(c30),\n"
1957 "#ifdef USEVIEWTINT\n"
1958 "uniform float4 ViewTintColor : register(c41),\n"
1960 "uniform float4 UserVec1 : register(c37),\n"
1961 "uniform float4 UserVec2 : register(c38),\n"
1962 "uniform float4 UserVec3 : register(c39),\n"
1963 "uniform float4 UserVec4 : register(c40),\n"
1964 "uniform float ClientTime : register(c2),\n"
1965 "uniform float2 PixelSize : register(c25),\n"
1966 "uniform float4 BloomColorSubtract : register(c43),\n"
1967 "out float4 gl_FragColor : COLOR\n"
1970 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1972 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1974 "#ifdef USEVIEWTINT\n"
1975 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1978 "#ifdef USEPOSTPROCESSING\n"
1979 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1980 "// 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"
1981 " float sobel = 1.0;\n"
1982 " // float2 ts = textureSize(Texture_First, 0);\n"
1983 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1984 " float2 px = PixelSize;\n"
1985 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1986 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1987 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1988 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1989 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1990 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1991 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1992 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1993 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1994 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1995 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1996 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1997 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1998 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1999 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2000 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2001 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2002 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2003 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2004 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2005 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2006 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2007 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2008 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2009 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2010 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2011 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2014 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2015 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2016 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2019 "#ifdef USESATURATION\n"
2020 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2021 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2022 " // 'vampire sight' effect, wheres red is compensated\n"
2023 " #ifdef SATURATION_REDCOMPENSATE\n"
2024 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2025 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2026 " gl_FragColor.r += r;\n"
2028 " // normal desaturation\n"
2029 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2030 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2034 "#ifdef USEGAMMARAMPS\n"
2035 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2036 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2037 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2041 "#else // !MODE_POSTPROCESS\n"
2046 "#ifdef MODE_GENERIC\n"
2047 "#ifdef VERTEX_SHADER\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2052 "float4 gl_Color : COLOR0,\n"
2053 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2054 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "#ifdef USEDIFFUSE\n"
2057 "out float2 TexCoord1 : TEXCOORD0,\n"
2059 "#ifdef USESPECULAR\n"
2060 "out float2 TexCoord2 : TEXCOORD1,\n"
2062 "out float4 gl_FrontColor : COLOR\n"
2066 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2068 " gl_FrontColor = gl_Color; // Cg is forward\n"
2070 "#ifdef USEDIFFUSE\n"
2071 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2073 "#ifdef USESPECULAR\n"
2074 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2076 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2080 "#ifdef FRAGMENT_SHADER\n"
2084 "float4 gl_FrontColor : COLOR0,\n"
2085 "float2 TexCoord1 : TEXCOORD0,\n"
2086 "float2 TexCoord2 : TEXCOORD1,\n"
2087 "#ifdef USEDIFFUSE\n"
2088 "uniform sampler Texture_First : register(s0),\n"
2090 "#ifdef USESPECULAR\n"
2091 "uniform sampler Texture_Second : register(s1),\n"
2093 "out float4 gl_FragColor : COLOR\n"
2096 "#ifdef USEVIEWTINT\n"
2097 " gl_FragColor = gl_FrontColor;\n"
2099 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
2101 "#ifdef USEDIFFUSE\n"
2102 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2105 "#ifdef USESPECULAR\n"
2106 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2107 "# ifdef USECOLORMAPPING\n"
2108 " gl_FragColor *= tex2;\n"
2111 " gl_FragColor += tex2;\n"
2113 "# ifdef USEVERTEXTEXTUREBLEND\n"
2114 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2119 "#else // !MODE_GENERIC\n"
2124 "#ifdef MODE_BLOOMBLUR\n"
2125 "#ifdef VERTEX_SHADER\n"
2128 "float4 gl_Vertex : POSITION,\n"
2129 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2130 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2131 "out float4 gl_Position : POSITION,\n"
2132 "out float2 TexCoord : TEXCOORD0\n"
2135 " TexCoord = gl_MultiTexCoord0.xy;\n"
2136 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 "#ifdef FRAGMENT_SHADER\n"
2144 "float2 TexCoord : TEXCOORD0,\n"
2145 "uniform sampler Texture_First : register(s0),\n"
2146 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2147 "out float4 gl_FragColor : COLOR\n"
2151 " float2 tc = TexCoord;\n"
2152 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2153 " tc += BloomBlur_Parameters.xy;\n"
2154 " for (i = 1;i < SAMPLES;i++)\n"
2156 " color += tex2D(Texture_First, tc).rgb;\n"
2157 " tc += BloomBlur_Parameters.xy;\n"
2159 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2162 "#else // !MODE_BLOOMBLUR\n"
2163 "#ifdef MODE_REFRACTION\n"
2164 "#ifdef VERTEX_SHADER\n"
2167 "float4 gl_Vertex : POSITION,\n"
2168 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2169 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2170 "uniform float4x4 TexMatrix : register(c0),\n"
2171 "uniform float3 EyePosition : register(c24),\n"
2172 "out float4 gl_Position : POSITION,\n"
2173 "out float2 TexCoord : TEXCOORD0,\n"
2174 "out float3 EyeVector : TEXCOORD1,\n"
2175 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2178 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2179 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2180 " ModelViewProjectionPosition = gl_Position;\n"
2184 "#ifdef FRAGMENT_SHADER\n"
2187 "float2 TexCoord : TEXCOORD0,\n"
2188 "float3 EyeVector : TEXCOORD1,\n"
2189 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2190 "uniform sampler Texture_Normal : register(s0),\n"
2191 "uniform sampler Texture_Refraction : register(s3),\n"
2192 "uniform sampler Texture_Reflection : register(s7),\n"
2193 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2194 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2195 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2196 "uniform float4 RefractColor : register(c29),\n"
2197 "out float4 gl_FragColor : COLOR\n"
2200 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2201 " //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"
2202 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2203 " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
2204 " // FIXME temporary hack to detect the case that the reflection\n"
2205 " // gets blackened at edges due to leaving the area that contains actual\n"
2207 " // Remove this 'ack once we have a better way to stop this thing from\n"
2209 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2210 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2211 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2212 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2213 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2214 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2217 "#else // !MODE_REFRACTION\n"
2222 "#ifdef MODE_WATER\n"
2223 "#ifdef VERTEX_SHADER\n"
2227 "float4 gl_Vertex : POSITION,\n"
2228 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2229 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2230 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2231 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2232 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2233 "uniform float4x4 TexMatrix : register(c0),\n"
2234 "uniform float3 EyePosition : register(c24),\n"
2235 "out float4 gl_Position : POSITION,\n"
2236 "out float2 TexCoord : TEXCOORD0,\n"
2237 "out float3 EyeVector : TEXCOORD1,\n"
2238 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2241 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2242 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2243 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2244 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2245 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2246 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2247 " ModelViewProjectionPosition = gl_Position;\n"
2251 "#ifdef FRAGMENT_SHADER\n"
2254 "float2 TexCoord : TEXCOORD0,\n"
2255 "float3 EyeVector : TEXCOORD1,\n"
2256 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2257 "uniform sampler Texture_Normal : register(s0),\n"
2258 "uniform sampler Texture_Refraction : register(s3),\n"
2259 "uniform sampler Texture_Reflection : register(s7),\n"
2260 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2261 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2262 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2263 "uniform float4 RefractColor : register(c29),\n"
2264 "uniform float4 ReflectColor : register(c26),\n"
2265 "uniform float ReflectFactor : register(c27),\n"
2266 "uniform float ReflectOffset : register(c28),\n"
2267 "out float4 gl_FragColor : COLOR\n"
2270 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2271 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2272 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2273 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2274 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2275 " // FIXME temporary hack to detect the case that the reflection\n"
2276 " // gets blackened at edges due to leaving the area that contains actual\n"
2278 " // Remove this 'ack once we have a better way to stop this thing from\n"
2280 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2281 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2282 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2283 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2284 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2285 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2286 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2287 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2289 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2290 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2291 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2294 "#else // !MODE_WATER\n"
2299 "// 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"
2301 "// fragment shader specific:\n"
2302 "#ifdef FRAGMENT_SHADER\n"
2305 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2308 "#ifdef USEFOGHEIGHTTEXTURE\n"
2309 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2310 " fogfrac = fogheightpixel.a;\n"
2311 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2313 "# ifdef USEFOGOUTSIDE\n"
2314 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2316 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2318 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2323 "#ifdef USEOFFSETMAPPING\n"
2324 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2326 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2327 " // 14 sample relief mapping: linear search and then binary search\n"
2328 " // this basically steps forward a small amount repeatedly until it finds\n"
2329 " // itself inside solid, then jitters forward and back using decreasing\n"
2330 " // amounts to find the impact\n"
2331 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2332 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2333 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2334 " float3 RT = float3(TexCoord, 1);\n"
2335 " OffsetVector *= 0.1;\n"
2336 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2337 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2338 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2339 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2340 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2346 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2347 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2348 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2349 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2352 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2353 " // this basically moves forward the full distance, and then backs up based\n"
2354 " // on height of samples\n"
2355 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2356 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2357 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2358 " TexCoord += OffsetVector;\n"
2359 " OffsetVector *= 0.333;\n"
2360 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2361 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2362 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2363 " return TexCoord;\n"
2366 "#endif // USEOFFSETMAPPING\n"
2368 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2369 "#if defined(USESHADOWMAP2D)\n"
2370 "# ifdef USESHADOWMAPORTHO\n"
2371 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2373 "# ifdef USESHADOWMAPVSDCT\n"
2374 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2376 " float3 adir = abs(dir);\n"
2377 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2378 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2379 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2382 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2384 " float3 adir = abs(dir);\n"
2385 " float ma = adir.z;\n"
2386 " float4 proj = float4(dir, 2.5);\n"
2387 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2388 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2390 " 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"
2392 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2393 " 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"
2398 "#endif // defined(USESHADOWMAP2D)\n"
2400 "# ifdef USESHADOWMAP2D\n"
2401 "#ifdef USESHADOWMAPVSDCT\n"
2402 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2404 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2407 "#ifdef USESHADOWMAPVSDCT\n"
2408 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2410 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2414 "# ifdef USESHADOWSAMPLER\n"
2415 "# ifdef USESHADOWMAPPCF\n"
2416 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2417 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2418 " 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"
2420 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2423 "# ifdef USESHADOWMAPPCF\n"
2424 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2425 "# ifdef GL_ARB_texture_gather\n"
2426 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2428 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2430 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2431 "# if USESHADOWMAPPCF > 1\n"
2432 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2433 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2434 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2435 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2436 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2437 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2438 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2439 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2440 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2441 " float4 locols = float4(group1.ab, group3.ab);\n"
2442 " float4 hicols = float4(group7.rg, group9.rg);\n"
2443 " locols.yz += group2.ab;\n"
2444 " hicols.yz += group8.rg;\n"
2445 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2446 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2447 " lerp(locols, hicols, offset.y);\n"
2448 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2449 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2450 " f = dot(cols, float4(1.0/25.0));\n"
2452 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2455 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2456 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2461 "# ifdef GL_EXT_gpu_shader4\n"
2462 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2464 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2466 "# if USESHADOWMAPPCF > 1\n"
2467 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2468 " center *= ShadowMap_TextureScale;\n"
2469 " 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"
2470 " 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"
2471 " 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"
2472 " 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"
2473 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2474 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2476 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2477 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2478 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2479 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2480 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2481 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2485 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2488 "# ifdef USESHADOWMAPORTHO\n"
2489 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2495 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2496 "#endif // FRAGMENT_SHADER\n"
2501 "#ifdef MODE_DEFERREDGEOMETRY\n"
2502 "#ifdef VERTEX_SHADER\n"
2505 "float4 gl_Vertex : POSITION,\n"
2506 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2507 "#ifdef USEVERTEXTEXTUREBLEND\n"
2508 "float4 gl_Color : COLOR0,\n"
2510 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2511 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2512 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2513 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2514 "uniform float4x4 TexMatrix : register(c0),\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2518 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2519 "#ifdef USEOFFSETMAPPING\n"
2520 "uniform float3 EyePosition : register(c24),\n"
2522 "out float4 gl_Position : POSITION,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "out float4 gl_FrontColor : COLOR,\n"
2526 "out float4 TexCoordBoth : TEXCOORD0,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "out float3 EyeVector : TEXCOORD2,\n"
2530 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2531 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2532 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2535 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2536 "#ifdef USEVERTEXTEXTUREBLEND\n"
2538 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2540 " gl_FrontColor = gl_Color; // Cg is forward\n"
2542 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2545 " // transform unnormalized eye direction into tangent space\n"
2546 "#ifdef USEOFFSETMAPPING\n"
2547 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2548 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2549 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2550 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2553 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2554 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2555 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2556 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2557 " VectorR.w = gl_Position.z;\n"
2559 "#endif // VERTEX_SHADER\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2564 "float4 TexCoordBoth : TEXCOORD0,\n"
2565 "float3 EyeVector : TEXCOORD2,\n"
2566 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2567 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2568 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2569 "uniform sampler Texture_Normal : register(s0),\n"
2570 "#ifdef USEALPHAKILL\n"
2571 "uniform sampler Texture_Color : register(s1),\n"
2573 "uniform sampler Texture_Gloss : register(s2),\n"
2574 "#ifdef USEVERTEXTEXTUREBLEND\n"
2575 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2576 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2578 "#ifdef USEOFFSETMAPPING\n"
2579 "uniform float OffsetMapping_Scale : register(c24),\n"
2581 "uniform half SpecularPower : register(c36),\n"
2583 "out float4 gl_FragData0 : COLOR0,\n"
2584 "out float4 gl_FragData1 : COLOR1\n"
2586 "out float4 gl_FragColor : COLOR\n"
2590 " float2 TexCoord = TexCoordBoth.xy;\n"
2591 "#ifdef USEOFFSETMAPPING\n"
2592 " // apply offsetmapping\n"
2593 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2594 "#define TexCoord TexCoordOffset\n"
2597 "#ifdef USEALPHAKILL\n"
2598 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2602 "#ifdef USEVERTEXTEXTUREBLEND\n"
2603 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2604 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2605 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2606 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2609 "#ifdef USEVERTEXTEXTUREBLEND\n"
2610 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2611 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2613 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2614 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2618 " 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"
2619 " float Depth = VectorR.w / 256.0;\n"
2620 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2621 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2622 " depthcolor.yz -= floor(depthcolor.yz);\n"
2623 " gl_FragData1 = depthcolor;\n"
2625 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2628 "#endif // FRAGMENT_SHADER\n"
2629 "#else // !MODE_DEFERREDGEOMETRY\n"
2634 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2635 "#ifdef VERTEX_SHADER\n"
2638 "float4 gl_Vertex : POSITION,\n"
2639 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2640 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2641 "out float4 gl_Position : POSITION,\n"
2642 "out float4 ModelViewPosition : TEXCOORD0\n"
2645 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2646 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2648 "#endif // VERTEX_SHADER\n"
2650 "#ifdef FRAGMENT_SHADER\n"
2654 "float2 Pixel : VPOS,\n"
2656 "float2 Pixel : WPOS,\n"
2658 "float4 ModelViewPosition : TEXCOORD0,\n"
2659 "uniform float4x4 ViewToLight : register(c44),\n"
2660 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2661 "uniform float3 LightPosition : register(c23),\n"
2662 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2663 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2664 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2665 "#ifdef USESPECULAR\n"
2666 "uniform half3 DeferredColor_Specular : register(c11),\n"
2667 "uniform half SpecularPower : register(c36),\n"
2669 "uniform sampler Texture_Attenuation : register(s9),\n"
2670 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2671 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2673 "#ifdef USECUBEFILTER\n"
2674 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2677 "#ifdef USESHADOWMAP2D\n"
2678 "# ifdef USESHADOWSAMPLER\n"
2679 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2681 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2685 "#ifdef USESHADOWMAPVSDCT\n"
2686 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2689 "#if defined(USESHADOWMAP2D)\n"
2690 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2691 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2698 " // calculate viewspace pixel position\n"
2699 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 " float3 position;\n"
2703 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2705 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2707 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2708 " // decode viewspace pixel normal\n"
2709 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2710 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2711 " // surfacenormal = pixel normal in viewspace\n"
2712 " // LightVector = pixel to light in viewspace\n"
2713 " // CubeVector = position in lightspace\n"
2714 " // eyevector = pixel to view in viewspace\n"
2715 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2716 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2717 "#ifdef USEDIFFUSE\n"
2718 " // calculate diffuse shading\n"
2719 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2720 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2722 "#ifdef USESPECULAR\n"
2723 " // calculate directional shading\n"
2724 " float3 eyevector = position * -1.0;\n"
2725 "# ifdef USEEXACTSPECULARMATH\n"
2726 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2728 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2729 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2733 "#if defined(USESHADOWMAP2D)\n"
2734 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "#ifdef USESHADOWMAPVSDCT\n"
2736 ", Texture_CubeProjection\n"
2741 "#ifdef USEDIFFUSE\n"
2742 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2744 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2746 "#ifdef USESPECULAR\n"
2747 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2749 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2752 "# ifdef USECUBEFILTER\n"
2753 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2754 " gl_FragData0.rgb *= cubecolor;\n"
2755 " gl_FragData1.rgb *= cubecolor;\n"
2758 "#endif // FRAGMENT_SHADER\n"
2759 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2764 "#ifdef VERTEX_SHADER\n"
2767 "float4 gl_Vertex : POSITION,\n"
2768 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2769 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2770 "float4 gl_Color : COLOR0,\n"
2772 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2773 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2774 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2775 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2776 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2778 "uniform float3 EyePosition : register(c24),\n"
2779 "uniform float4x4 TexMatrix : register(c0),\n"
2780 "#ifdef USEVERTEXTEXTUREBLEND\n"
2781 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2783 "#ifdef MODE_LIGHTSOURCE\n"
2784 "uniform float4x4 ModelToLight : register(c20),\n"
2786 "#ifdef MODE_LIGHTSOURCE\n"
2787 "uniform float3 LightPosition : register(c27),\n"
2789 "#ifdef MODE_LIGHTDIRECTION\n"
2790 "uniform float3 LightDir : register(c26),\n"
2792 "uniform float4 FogPlane : register(c25),\n"
2793 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2794 "uniform float3 LightPosition : register(c27),\n"
2796 "#ifdef USESHADOWMAPORTHO\n"
2797 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2799 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2800 "out float4 gl_FrontColor : COLOR,\n"
2802 "out float4 TexCoordBoth : TEXCOORD0,\n"
2803 "#ifdef USELIGHTMAP\n"
2804 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2806 "#ifdef USEEYEVECTOR\n"
2807 "out float3 EyeVector : TEXCOORD2,\n"
2809 "#ifdef USEREFLECTION\n"
2810 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2813 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2815 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2816 "out float3 LightVector : TEXCOORD1,\n"
2818 "#ifdef MODE_LIGHTSOURCE\n"
2819 "out float3 CubeVector : TEXCOORD3,\n"
2821 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2822 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2823 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2824 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2826 "#ifdef USESHADOWMAPORTHO\n"
2827 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2829 "out float4 gl_Position : POSITION\n"
2832 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2834 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2836 " gl_FrontColor = gl_Color; // Cg is forward\n"
2839 " // copy the surface texcoord\n"
2840 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#ifdef USELIGHTMAP\n"
2845 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 " // transform vertex position into light attenuation/cubemap space\n"
2850 " // (-1 to +1 across the light box)\n"
2851 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2853 "# ifdef USEDIFFUSE\n"
2854 " // transform unnormalized light direction into tangent space\n"
2855 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 " // normalize it per pixel)\n"
2857 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 " // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2879 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 " VectorS = gl_MultiTexCoord1.xyz;\n"
2885 " VectorT = gl_MultiTexCoord2.xyz;\n"
2886 " VectorR = gl_MultiTexCoord3.xyz;\n"
2889 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2896 "#ifdef USEREFLECTION\n"
2897 " ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif // VERTEX_SHADER\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : VPOS,\n"
2912 "float2 Pixel : WPOS,\n"
2915 "float4 gl_FrontColor : COLOR,\n"
2916 "float4 TexCoordBoth : TEXCOORD0,\n"
2917 "#ifdef USELIGHTMAP\n"
2918 "float2 TexCoordLightmap : TEXCOORD1,\n"
2920 "#ifdef USEEYEVECTOR\n"
2921 "float3 EyeVector : TEXCOORD2,\n"
2923 "#ifdef USEREFLECTION\n"
2924 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2927 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2929 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2930 "float3 LightVector : TEXCOORD1,\n"
2932 "#ifdef MODE_LIGHTSOURCE\n"
2933 "float3 CubeVector : TEXCOORD3,\n"
2935 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2936 "float4 ModelViewPosition : TEXCOORD0,\n"
2938 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2939 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2940 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2941 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2943 "#ifdef USESHADOWMAPORTHO\n"
2944 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2947 "uniform sampler Texture_Normal : register(s0),\n"
2948 "uniform sampler Texture_Color : register(s1),\n"
2949 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2950 "uniform sampler Texture_Gloss : register(s2),\n"
2953 "uniform sampler Texture_Glow : register(s3),\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2957 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2958 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2959 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2962 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2965 "#ifdef USECOLORMAPPING\n"
2966 "uniform sampler Texture_Pants : register(s4),\n"
2967 "uniform sampler Texture_Shirt : register(s7),\n"
2970 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2971 "uniform sampler Texture_FogMask : register(s8),\n"
2973 "#ifdef USELIGHTMAP\n"
2974 "uniform sampler Texture_Lightmap : register(s9),\n"
2976 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2977 "uniform sampler Texture_Deluxemap : register(s10),\n"
2979 "#ifdef USEREFLECTION\n"
2980 "uniform sampler Texture_Reflection : register(s7),\n"
2983 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2984 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2985 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2987 "#ifdef USEDEFERREDLIGHTMAP\n"
2988 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2989 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2990 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2991 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2994 "#ifdef USECOLORMAPPING\n"
2995 "uniform half3 Color_Pants : register(c7),\n"
2996 "uniform half3 Color_Shirt : register(c8),\n"
2999 "uniform float3 FogColor : register(c16),\n"
3000 "uniform float FogRangeRecip : register(c20),\n"
3001 "uniform float FogPlaneViewDist : register(c19),\n"
3002 "uniform float FogHeightFade : register(c17),\n"
3005 "#ifdef USEOFFSETMAPPING\n"
3006 "uniform float OffsetMapping_Scale : register(c24),\n"
3009 "#ifdef USEDEFERREDLIGHTMAP\n"
3010 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3011 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3012 "uniform half3 DeferredMod_Specular : register(c13),\n"
3014 "uniform half3 Color_Ambient : register(c3),\n"
3015 "uniform half3 Color_Diffuse : register(c4),\n"
3016 "uniform half3 Color_Specular : register(c5),\n"
3017 "uniform half SpecularPower : register(c36),\n"
3019 "uniform half3 Color_Glow : register(c6),\n"
3021 "uniform half Alpha : register(c0),\n"
3022 "#ifdef USEREFLECTION\n"
3023 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3024 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3025 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3026 "uniform half4 ReflectColor : register(c26),\n"
3028 "#ifdef USEREFLECTCUBE\n"
3029 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3030 "uniform sampler Texture_ReflectMask : register(s5),\n"
3031 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3033 "#ifdef MODE_LIGHTDIRECTION\n"
3034 "uniform half3 LightColor : register(c21),\n"
3036 "#ifdef MODE_LIGHTSOURCE\n"
3037 "uniform half3 LightColor : register(c21),\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3041 "uniform sampler Texture_Attenuation : register(s9),\n"
3042 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3045 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3047 "#ifdef USESHADOWMAP2D\n"
3048 "# ifdef USESHADOWSAMPLER\n"
3049 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3051 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3055 "#ifdef USESHADOWMAPVSDCT\n"
3056 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3059 "#if defined(USESHADOWMAP2D)\n"
3060 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3061 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3063 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3065 "out float4 gl_FragColor : COLOR\n"
3068 " float2 TexCoord = TexCoordBoth.xy;\n"
3069 "#ifdef USEVERTEXTEXTUREBLEND\n"
3070 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3072 "#ifdef USEOFFSETMAPPING\n"
3073 " // apply offsetmapping\n"
3074 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3075 "#define TexCoord TexCoordOffset\n"
3078 " // combine the diffuse textures (base, pants, shirt)\n"
3079 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3080 "#ifdef USEALPHAKILL\n"
3081 " if (color.a < 0.5)\n"
3084 " color.a *= Alpha;\n"
3085 "#ifdef USECOLORMAPPING\n"
3086 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3088 "#ifdef USEVERTEXTEXTUREBLEND\n"
3089 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3090 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3091 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3092 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3094 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3097 " // get the surface normal\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3101 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3104 " // get the material colors\n"
3105 " half3 diffusetex = color.rgb;\n"
3106 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3107 "# ifdef USEVERTEXTEXTUREBLEND\n"
3108 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3110 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3114 "#ifdef USEREFLECTCUBE\n"
3115 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3116 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3117 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3118 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3124 "#ifdef MODE_LIGHTSOURCE\n"
3125 " // light source\n"
3126 "#ifdef USEDIFFUSE\n"
3127 " half3 lightnormal = half3(normalize(LightVector));\n"
3128 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3129 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3130 "#ifdef USESPECULAR\n"
3131 "#ifdef USEEXACTSPECULARMATH\n"
3132 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3134 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3135 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3137 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3140 " color.rgb = diffusetex * Color_Ambient;\n"
3142 " color.rgb *= LightColor;\n"
3143 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3144 "#if defined(USESHADOWMAP2D)\n"
3145 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3146 "#ifdef USESHADOWMAPVSDCT\n"
3147 ", Texture_CubeProjection\n"
3152 "# ifdef USECUBEFILTER\n"
3153 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3156 "#ifdef USESHADOWMAP2D\n"
3157 "#ifdef USESHADOWMAPVSDCT\n"
3158 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3160 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3162 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3163 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3164 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3165 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3166 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3167 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3168 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3169 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3170 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3171 "// color.r = half(shadowmaptc.z);\n"
3172 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3173 "// color.r = half(shadowmaptc.z);\n"
3175 "// color.rgb = abs(CubeVector);\n"
3177 "// color.rgb = half3(1,1,1);\n"
3178 "#endif // MODE_LIGHTSOURCE\n"
3183 "#ifdef MODE_LIGHTDIRECTION\n"
3185 "#ifdef USEDIFFUSE\n"
3186 " half3 lightnormal = half3(normalize(LightVector));\n"
3188 "#define lightcolor LightColor\n"
3189 "#endif // MODE_LIGHTDIRECTION\n"
3190 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3192 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3193 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3194 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3195 " // convert modelspace light vector to tangentspace\n"
3196 " half3 lightnormal;\n"
3197 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3198 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3199 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3200 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3201 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3202 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3203 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3204 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3205 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3206 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3207 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3208 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3209 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3210 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3211 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3213 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3214 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3215 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3221 "#ifdef MODE_FAKELIGHT\n"
3223 "half3 lightnormal = half3(normalize(EyeVector));\n"
3224 "half3 lightcolor = half3(1.0,1.0,1.0);\n"
3225 "#endif // MODE_FAKELIGHT\n"
3230 "#ifdef MODE_LIGHTMAP\n"
3231 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3232 "#endif // MODE_LIGHTMAP\n"
3233 "#ifdef MODE_VERTEXCOLOR\n"
3234 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3235 "#endif // MODE_VERTEXCOLOR\n"
3236 "#ifdef MODE_FLATCOLOR\n"
3237 " color.rgb = diffusetex * Color_Ambient;\n"
3238 "#endif // MODE_FLATCOLOR\n"
3244 "# ifdef USEDIFFUSE\n"
3245 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3246 "# ifdef USESPECULAR\n"
3247 "# ifdef USEEXACTSPECULARMATH\n"
3248 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3250 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3251 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3253 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3255 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3258 " color.rgb = diffusetex * Color_Ambient;\n"
3262 "#ifdef USESHADOWMAPORTHO\n"
3263 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3266 "#ifdef USEDEFERREDLIGHTMAP\n"
3267 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3268 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3269 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3270 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3271 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3275 "#ifdef USEVERTEXTEXTUREBLEND\n"
3276 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3278 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3283 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3286 " // 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"
3287 "#ifdef USEREFLECTION\n"
3288 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3289 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3290 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3291 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3292 " // FIXME temporary hack to detect the case that the reflection\n"
3293 " // gets blackened at edges due to leaving the area that contains actual\n"
3295 " // Remove this 'ack once we have a better way to stop this thing from\n"
3297 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3298 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3299 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3300 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3301 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3302 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3305 " gl_FragColor = float4(color);\n"
3307 "#endif // FRAGMENT_SHADER\n"
3309 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3310 "#endif // !MODE_DEFERREDGEOMETRY\n"
3311 "#endif // !MODE_WATER\n"
3312 "#endif // !MODE_REFRACTION\n"
3313 "#endif // !MODE_BLOOMBLUR\n"
3314 "#endif // !MODE_GENERIC\n"
3315 "#endif // !MODE_POSTPROCESS\n"
3316 "#endif // !MODE_SHOWDEPTH\n"
3317 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3320 char *glslshaderstring = NULL;
3321 char *cgshaderstring = NULL;
3322 char *hlslshaderstring = NULL;
3324 //=======================================================================================================================================================
3326 typedef struct shaderpermutationinfo_s
3328 const char *pretext;
3331 shaderpermutationinfo_t;
3333 typedef struct shadermodeinfo_s
3335 const char *vertexfilename;
3336 const char *geometryfilename;
3337 const char *fragmentfilename;
3338 const char *pretext;
3343 typedef enum shaderpermutation_e
3345 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3346 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3347 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
3348 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3349 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3350 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3351 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3352 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3353 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3354 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3355 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3356 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3357 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3358 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3359 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3360 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3361 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3362 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3363 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3364 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3365 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3366 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3367 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3368 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3369 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3370 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3371 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3372 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3373 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3375 shaderpermutation_t;
3377 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3378 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3380 {"#define USEDIFFUSE\n", " diffuse"},
3381 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3382 {"#define USEVIEWTINT\n", " viewtint"},
3383 {"#define USECOLORMAPPING\n", " colormapping"},
3384 {"#define USESATURATION\n", " saturation"},
3385 {"#define USEFOGINSIDE\n", " foginside"},
3386 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3387 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3388 {"#define USEGAMMARAMPS\n", " gammaramps"},
3389 {"#define USECUBEFILTER\n", " cubefilter"},
3390 {"#define USEGLOW\n", " glow"},
3391 {"#define USEBLOOM\n", " bloom"},
3392 {"#define USESPECULAR\n", " specular"},
3393 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3394 {"#define USEREFLECTION\n", " reflection"},
3395 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3396 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3397 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3398 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3399 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3400 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3401 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3402 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3403 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3404 {"#define USEALPHAKILL\n", " alphakill"},
3405 {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3409 // this enum selects which of the glslshadermodeinfo entries should be used
3410 typedef enum shadermode_e
3412 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3413 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3414 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3415 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3416 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3417 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3418 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3419 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3420 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3421 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3422 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3423 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3424 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3425 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3426 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3427 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3432 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3433 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3437 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3447 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3448 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3449 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3450 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3454 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3467 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3468 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3469 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3470 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3471 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3476 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3478 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3479 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3482 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3483 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3484 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3485 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3486 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3487 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3488 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3489 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3490 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3491 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3492 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3493 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3497 struct r_glsl_permutation_s;
3498 typedef struct r_glsl_permutation_s
3500 /// hash lookup data
3501 struct r_glsl_permutation_s *hashnext;
3503 unsigned int permutation;
3505 /// indicates if we have tried compiling this permutation already
3507 /// 0 if compilation failed
3509 /// locations of detected uniforms in program object, or -1 if not found
3510 int loc_Texture_First;
3511 int loc_Texture_Second;
3512 int loc_Texture_GammaRamps;
3513 int loc_Texture_Normal;
3514 int loc_Texture_Color;
3515 int loc_Texture_Gloss;
3516 int loc_Texture_Glow;
3517 int loc_Texture_SecondaryNormal;
3518 int loc_Texture_SecondaryColor;
3519 int loc_Texture_SecondaryGloss;
3520 int loc_Texture_SecondaryGlow;
3521 int loc_Texture_Pants;
3522 int loc_Texture_Shirt;
3523 int loc_Texture_FogHeightTexture;
3524 int loc_Texture_FogMask;
3525 int loc_Texture_Lightmap;
3526 int loc_Texture_Deluxemap;
3527 int loc_Texture_Attenuation;
3528 int loc_Texture_Cube;
3529 int loc_Texture_Refraction;
3530 int loc_Texture_Reflection;
3531 int loc_Texture_ShadowMap2D;
3532 int loc_Texture_CubeProjection;
3533 int loc_Texture_ScreenDepth;
3534 int loc_Texture_ScreenNormalMap;
3535 int loc_Texture_ScreenDiffuse;
3536 int loc_Texture_ScreenSpecular;
3537 int loc_Texture_ReflectMask;
3538 int loc_Texture_ReflectCube;
3540 int loc_BloomBlur_Parameters;
3542 int loc_Color_Ambient;
3543 int loc_Color_Diffuse;
3544 int loc_Color_Specular;
3546 int loc_Color_Pants;
3547 int loc_Color_Shirt;
3548 int loc_DeferredColor_Ambient;
3549 int loc_DeferredColor_Diffuse;
3550 int loc_DeferredColor_Specular;
3551 int loc_DeferredMod_Diffuse;
3552 int loc_DeferredMod_Specular;
3553 int loc_DistortScaleRefractReflect;
3554 int loc_EyePosition;
3556 int loc_FogHeightFade;
3558 int loc_FogPlaneViewDist;
3559 int loc_FogRangeRecip;
3562 int loc_LightPosition;
3563 int loc_OffsetMapping_Scale;
3565 int loc_ReflectColor;
3566 int loc_ReflectFactor;
3567 int loc_ReflectOffset;
3568 int loc_RefractColor;
3570 int loc_ScreenCenterRefractReflect;
3571 int loc_ScreenScaleRefractReflect;
3572 int loc_ScreenToDepth;
3573 int loc_ShadowMap_Parameters;
3574 int loc_ShadowMap_TextureScale;
3575 int loc_SpecularPower;
3580 int loc_ViewTintColor;
3581 int loc_ViewToLight;
3582 int loc_ModelToLight;
3584 int loc_BackgroundTexMatrix;
3585 int loc_ModelViewProjectionMatrix;
3586 int loc_ModelViewMatrix;
3587 int loc_PixelToScreenTexCoord;
3588 int loc_ModelToReflectCube;
3589 int loc_ShadowMapMatrix;
3590 int loc_BloomColorSubtract;
3591 int loc_NormalmapScrollBlend;
3593 r_glsl_permutation_t;
3595 #define SHADERPERMUTATION_HASHSIZE 256
3598 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3599 // these can NOT degrade! only use for simple stuff
3602 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3603 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3604 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3605 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3606 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3607 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
3609 #define SHADERSTATICPARMS_COUNT 6
3611 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3612 static int shaderstaticparms_count = 0;
3614 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3615 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3616 qboolean R_CompileShader_CheckStaticParms(void)
3618 static int r_compileshader_staticparms_save[1];
3619 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3620 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3623 if (r_glsl_saturation_redcompensate.integer)
3624 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3625 if (r_shadow_glossexact.integer)
3626 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3627 if (r_glsl_postprocess.integer)
3629 if (r_glsl_postprocess_uservec1_enable.integer)
3630 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3631 if (r_glsl_postprocess_uservec2_enable.integer)
3632 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3633 if (r_glsl_postprocess_uservec3_enable.integer)
3634 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3635 if (r_glsl_postprocess_uservec4_enable.integer)
3636 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3638 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3641 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3642 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3643 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3645 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3646 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3648 shaderstaticparms_count = 0;
3651 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3652 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3653 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3654 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3655 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3656 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3659 /// information about each possible shader permutation
3660 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3661 /// currently selected permutation
3662 r_glsl_permutation_t *r_glsl_permutation;
3663 /// storage for permutations linked in the hash table
3664 memexpandablearray_t r_glsl_permutationarray;
3666 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3668 //unsigned int hashdepth = 0;
3669 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3670 r_glsl_permutation_t *p;
3671 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3673 if (p->mode == mode && p->permutation == permutation)
3675 //if (hashdepth > 10)
3676 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3681 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3683 p->permutation = permutation;
3684 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3685 r_glsl_permutationhash[mode][hashindex] = p;
3686 //if (hashdepth > 10)
3687 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3691 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3694 if (!filename || !filename[0])
3696 if (!strcmp(filename, "glsl/default.glsl"))
3698 if (!glslshaderstring)
3700 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3701 if (glslshaderstring)
3702 Con_DPrintf("Loading shaders from file %s...\n", filename);
3704 glslshaderstring = (char *)builtinshaderstring;
3706 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3707 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3708 return shaderstring;
3710 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3713 if (printfromdisknotice)
3714 Con_DPrintf("from disk %s... ", filename);
3715 return shaderstring;
3717 return shaderstring;
3720 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3723 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3724 char *vertexstring, *geometrystring, *fragmentstring;
3725 char permutationname[256];
3726 int vertstrings_count = 0;
3727 int geomstrings_count = 0;
3728 int fragstrings_count = 0;
3729 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3730 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3731 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3738 permutationname[0] = 0;
3739 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3740 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3741 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3743 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3745 // the first pretext is which type of shader to compile as
3746 // (later these will all be bound together as a program object)
3747 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3748 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3749 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3751 // the second pretext is the mode (for example a light source)
3752 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3753 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3754 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3755 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3757 // now add all the permutation pretexts
3758 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3760 if (permutation & (1<<i))
3762 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3763 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3764 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3765 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3769 // keep line numbers correct
3770 vertstrings_list[vertstrings_count++] = "\n";
3771 geomstrings_list[geomstrings_count++] = "\n";
3772 fragstrings_list[fragstrings_count++] = "\n";
3777 R_CompileShader_AddStaticParms(mode, permutation);
3778 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3779 vertstrings_count += shaderstaticparms_count;
3780 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3781 geomstrings_count += shaderstaticparms_count;
3782 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3783 fragstrings_count += shaderstaticparms_count;
3785 // now append the shader text itself
3786 vertstrings_list[vertstrings_count++] = vertexstring;
3787 geomstrings_list[geomstrings_count++] = geometrystring;
3788 fragstrings_list[fragstrings_count++] = fragmentstring;
3790 // if any sources were NULL, clear the respective list
3792 vertstrings_count = 0;
3793 if (!geometrystring)
3794 geomstrings_count = 0;
3795 if (!fragmentstring)
3796 fragstrings_count = 0;
3798 // compile the shader program
3799 if (vertstrings_count + geomstrings_count + fragstrings_count)
3800 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3804 qglUseProgramObjectARB(p->program);CHECKGLERROR
3805 // look up all the uniform variable names we care about, so we don't
3806 // have to look them up every time we set them
3808 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3809 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3810 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3811 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3812 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3813 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3814 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3815 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3816 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3817 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3818 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3819 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3820 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3821 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3822 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3823 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3824 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3825 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3826 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3827 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3828 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3829 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3830 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3831 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3832 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3833 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3834 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3835 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3836 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3837 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3838 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3839 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3840 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3841 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3842 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3843 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3844 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3845 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3846 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3847 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3848 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3849 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3850 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3851 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3852 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3853 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3854 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3855 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3856 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3857 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3858 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3859 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3860 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3861 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3862 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3863 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3864 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3865 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3866 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3867 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3868 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3869 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3870 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3871 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3872 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3873 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3874 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3875 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3876 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3877 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3878 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3879 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3880 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3881 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3882 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3883 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3884 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3885 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3886 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3887 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3888 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3889 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3890 // initialize the samplers to refer to the texture units we use
3891 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3892 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3893 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3894 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3895 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3896 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3897 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3898 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3899 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3900 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3901 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3902 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3903 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3904 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3905 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3906 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3907 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3908 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3909 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3910 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3911 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3912 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3913 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3914 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3915 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3916 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3917 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3918 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3919 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3921 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3924 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3928 Mem_Free(vertexstring);
3930 Mem_Free(geometrystring);
3932 Mem_Free(fragmentstring);
3935 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3937 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3938 if (r_glsl_permutation != perm)
3940 r_glsl_permutation = perm;
3941 if (!r_glsl_permutation->program)
3943 if (!r_glsl_permutation->compiled)
3944 R_GLSL_CompilePermutation(perm, mode, permutation);
3945 if (!r_glsl_permutation->program)
3947 // remove features until we find a valid permutation
3949 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3951 // reduce i more quickly whenever it would not remove any bits
3952 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3953 if (!(permutation & j))
3956 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3957 if (!r_glsl_permutation->compiled)
3958 R_GLSL_CompilePermutation(perm, mode, permutation);
3959 if (r_glsl_permutation->program)
3962 if (i >= SHADERPERMUTATION_COUNT)
3964 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3965 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3966 qglUseProgramObjectARB(0);CHECKGLERROR
3967 return; // no bit left to clear, entire mode is broken
3972 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3974 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3975 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3976 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3980 #include <Cg/cgGL.h>
3981 struct r_cg_permutation_s;
3982 typedef struct r_cg_permutation_s
3984 /// hash lookup data
3985 struct r_cg_permutation_s *hashnext;
3987 unsigned int permutation;
3989 /// indicates if we have tried compiling this permutation already
3991 /// 0 if compilation failed
3994 /// locations of detected parameters in programs, or NULL if not found
3995 CGparameter vp_EyePosition;
3996 CGparameter vp_FogPlane;
3997 CGparameter vp_LightDir;
3998 CGparameter vp_LightPosition;
3999 CGparameter vp_ModelToLight;
4000 CGparameter vp_TexMatrix;
4001 CGparameter vp_BackgroundTexMatrix;
4002 CGparameter vp_ModelViewProjectionMatrix;
4003 CGparameter vp_ModelViewMatrix;
4004 CGparameter vp_ShadowMapMatrix;
4006 CGparameter fp_Texture_First;
4007 CGparameter fp_Texture_Second;
4008 CGparameter fp_Texture_GammaRamps;
4009 CGparameter fp_Texture_Normal;
4010 CGparameter fp_Texture_Color;
4011 CGparameter fp_Texture_Gloss;
4012 CGparameter fp_Texture_Glow;
4013 CGparameter fp_Texture_SecondaryNormal;
4014 CGparameter fp_Texture_SecondaryColor;
4015 CGparameter fp_Texture_SecondaryGloss;
4016 CGparameter fp_Texture_SecondaryGlow;
4017 CGparameter fp_Texture_Pants;
4018 CGparameter fp_Texture_Shirt;
4019 CGparameter fp_Texture_FogHeightTexture;
4020 CGparameter fp_Texture_FogMask;
4021 CGparameter fp_Texture_Lightmap;
4022 CGparameter fp_Texture_Deluxemap;
4023 CGparameter fp_Texture_Attenuation;
4024 CGparameter fp_Texture_Cube;
4025 CGparameter fp_Texture_Refraction;
4026 CGparameter fp_Texture_Reflection;
4027 CGparameter fp_Texture_ShadowMap2D;
4028 CGparameter fp_Texture_CubeProjection;
4029 CGparameter fp_Texture_ScreenDepth;
4030 CGparameter fp_Texture_ScreenNormalMap;
4031 CGparameter fp_Texture_ScreenDiffuse;
4032 CGparameter fp_Texture_ScreenSpecular;
4033 CGparameter fp_Texture_ReflectMask;
4034 CGparameter fp_Texture_ReflectCube;
4035 CGparameter fp_Alpha;
4036 CGparameter fp_BloomBlur_Parameters;
4037 CGparameter fp_ClientTime;
4038 CGparameter fp_Color_Ambient;
4039 CGparameter fp_Color_Diffuse;
4040 CGparameter fp_Color_Specular;
4041 CGparameter fp_Color_Glow;
4042 CGparameter fp_Color_Pants;
4043 CGparameter fp_Color_Shirt;
4044 CGparameter fp_DeferredColor_Ambient;
4045 CGparameter fp_DeferredColor_Diffuse;
4046 CGparameter fp_DeferredColor_Specular;
4047 CGparameter fp_DeferredMod_Diffuse;
4048 CGparameter fp_DeferredMod_Specular;
4049 CGparameter fp_DistortScaleRefractReflect;
4050 CGparameter fp_EyePosition;
4051 CGparameter fp_FogColor;
4052 CGparameter fp_FogHeightFade;
4053 CGparameter fp_FogPlane;
4054 CGparameter fp_FogPlaneViewDist;
4055 CGparameter fp_FogRangeRecip;
4056 CGparameter fp_LightColor;
4057 CGparameter fp_LightDir;
4058 CGparameter fp_LightPosition;
4059 CGparameter fp_OffsetMapping_Scale;
4060 CGparameter fp_PixelSize;
4061 CGparameter fp_ReflectColor;
4062 CGparameter fp_ReflectFactor;
4063 CGparameter fp_ReflectOffset;
4064 CGparameter fp_RefractColor;
4065 CGparameter fp_Saturation;
4066 CGparameter fp_ScreenCenterRefractReflect;
4067 CGparameter fp_ScreenScaleRefractReflect;
4068 CGparameter fp_ScreenToDepth;
4069 CGparameter fp_ShadowMap_Parameters;
4070 CGparameter fp_ShadowMap_TextureScale;
4071 CGparameter fp_SpecularPower;
4072 CGparameter fp_UserVec1;
4073 CGparameter fp_UserVec2;
4074 CGparameter fp_UserVec3;
4075 CGparameter fp_UserVec4;
4076 CGparameter fp_ViewTintColor;
4077 CGparameter fp_ViewToLight;
4078 CGparameter fp_PixelToScreenTexCoord;
4079 CGparameter fp_ModelToReflectCube;
4080 CGparameter fp_BloomColorSubtract;
4081 CGparameter fp_NormalmapScrollBlend;
4085 /// information about each possible shader permutation
4086 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4087 /// currently selected permutation
4088 r_cg_permutation_t *r_cg_permutation;
4089 /// storage for permutations linked in the hash table
4090 memexpandablearray_t r_cg_permutationarray;
4092 #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));}}
4094 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4096 //unsigned int hashdepth = 0;
4097 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4098 r_cg_permutation_t *p;
4099 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4101 if (p->mode == mode && p->permutation == permutation)
4103 //if (hashdepth > 10)
4104 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4109 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4111 p->permutation = permutation;
4112 p->hashnext = r_cg_permutationhash[mode][hashindex];
4113 r_cg_permutationhash[mode][hashindex] = p;
4114 //if (hashdepth > 10)
4115 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4119 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4122 if (!filename || !filename[0])
4124 if (!strcmp(filename, "cg/default.cg"))
4126 if (!cgshaderstring)
4128 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4130 Con_DPrintf("Loading shaders from file %s...\n", filename);
4132 cgshaderstring = (char *)builtincgshaderstring;
4134 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4135 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4136 return shaderstring;
4138 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4141 if (printfromdisknotice)
4142 Con_DPrintf("from disk %s... ", filename);
4143 return shaderstring;
4145 return shaderstring;
4148 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4150 // TODO: load or create .fp and .vp shader files
4153 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4156 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4157 int vertstring_length = 0;
4158 int geomstring_length = 0;
4159 int fragstring_length = 0;
4161 char *vertexstring, *geometrystring, *fragmentstring;
4162 char *vertstring, *geomstring, *fragstring;
4163 char permutationname[256];
4164 char cachename[256];
4165 CGprofile vertexProfile;
4166 CGprofile fragmentProfile;
4167 int vertstrings_count = 0;
4168 int geomstrings_count = 0;
4169 int fragstrings_count = 0;
4170 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4171 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4172 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4180 permutationname[0] = 0;
4182 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4183 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4184 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4186 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4187 strlcat(cachename, "cg/", sizeof(cachename));
4189 // the first pretext is which type of shader to compile as
4190 // (later these will all be bound together as a program object)
4191 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4192 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4193 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4195 // the second pretext is the mode (for example a light source)
4196 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4197 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4198 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4199 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4200 strlcat(cachename, modeinfo->name, sizeof(cachename));
4202 // now add all the permutation pretexts
4203 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4205 if (permutation & (1<<i))
4207 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4208 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4209 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4210 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4211 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4215 // keep line numbers correct
4216 vertstrings_list[vertstrings_count++] = "\n";
4217 geomstrings_list[geomstrings_count++] = "\n";
4218 fragstrings_list[fragstrings_count++] = "\n";
4223 R_CompileShader_AddStaticParms(mode, permutation);
4224 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4225 vertstrings_count += shaderstaticparms_count;
4226 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4227 geomstrings_count += shaderstaticparms_count;
4228 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4229 fragstrings_count += shaderstaticparms_count;
4231 // replace spaces in the cachename with _ characters
4232 for (i = 0;cachename[i];i++)
4233 if (cachename[i] == ' ')
4236 // now append the shader text itself
4237 vertstrings_list[vertstrings_count++] = vertexstring;
4238 geomstrings_list[geomstrings_count++] = geometrystring;
4239 fragstrings_list[fragstrings_count++] = fragmentstring;
4241 // if any sources were NULL, clear the respective list
4243 vertstrings_count = 0;
4244 if (!geometrystring)
4245 geomstrings_count = 0;
4246 if (!fragmentstring)
4247 fragstrings_count = 0;
4249 vertstring_length = 0;
4250 for (i = 0;i < vertstrings_count;i++)
4251 vertstring_length += strlen(vertstrings_list[i]);
4252 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4253 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4254 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4256 geomstring_length = 0;
4257 for (i = 0;i < geomstrings_count;i++)
4258 geomstring_length += strlen(geomstrings_list[i]);
4259 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4260 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4261 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4263 fragstring_length = 0;
4264 for (i = 0;i < fragstrings_count;i++)
4265 fragstring_length += strlen(fragstrings_list[i]);
4266 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4267 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4268 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4272 //vertexProfile = CG_PROFILE_ARBVP1;
4273 //fragmentProfile = CG_PROFILE_ARBFP1;
4274 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4275 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4276 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4277 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4278 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4281 // try to load the cached shader, or generate one
4282 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4284 // if caching failed, do a dynamic compile for now
4286 if (vertstring[0] && !p->vprogram)
4287 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4289 if (fragstring[0] && !p->fprogram)
4290 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4293 // look up all the uniform variable names we care about, so we don't
4294 // have to look them up every time we set them
4298 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4299 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4300 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4301 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4302 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4303 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4304 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4305 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4306 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4307 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4308 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4309 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4315 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4316 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4317 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4318 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4319 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4320 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4321 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4322 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4323 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4324 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4325 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4326 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4327 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4328 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4329 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4330 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4331 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4332 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4333 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4334 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4335 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4336 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4337 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4338 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4339 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4340 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4341 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4342 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4343 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4344 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4345 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4346 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4347 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4348 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4349 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4350 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4351 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4352 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4353 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4354 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4355 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4356 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4357 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4358 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4359 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4360 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4361 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4362 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4363 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4364 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4365 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4366 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4367 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4368 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4369 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4370 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4371 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4372 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4373 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4374 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4375 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4376 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4377 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4378 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4379 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4380 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4381 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4382 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4383 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4384 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4385 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4386 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4387 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4388 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4389 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4390 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4391 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4392 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4396 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4397 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4399 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4403 Mem_Free(vertstring);
4405 Mem_Free(geomstring);
4407 Mem_Free(fragstring);
4409 Mem_Free(vertexstring);
4411 Mem_Free(geometrystring);
4413 Mem_Free(fragmentstring);
4416 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4418 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4421 if (r_cg_permutation != perm)
4423 r_cg_permutation = perm;
4424 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4426 if (!r_cg_permutation->compiled)
4427 R_CG_CompilePermutation(perm, mode, permutation);
4428 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4430 // remove features until we find a valid permutation
4432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4434 // reduce i more quickly whenever it would not remove any bits
4435 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4436 if (!(permutation & j))
4439 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4440 if (!r_cg_permutation->compiled)
4441 R_CG_CompilePermutation(perm, mode, permutation);
4442 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4445 if (i >= SHADERPERMUTATION_COUNT)
4447 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4448 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4449 return; // no bit left to clear, entire mode is broken
4455 if (r_cg_permutation->vprogram)
4457 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4458 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4459 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4463 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4464 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4466 if (r_cg_permutation->fprogram)
4468 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4469 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4470 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4474 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4475 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4479 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4480 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4481 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4484 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4486 cgGLSetTextureParameter(param, R_GetTexture(tex));
4487 cgGLEnableTextureParameter(param);
4495 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4496 extern D3DCAPS9 vid_d3d9caps;
4499 struct r_hlsl_permutation_s;
4500 typedef struct r_hlsl_permutation_s
4502 /// hash lookup data
4503 struct r_hlsl_permutation_s *hashnext;
4505 unsigned int permutation;
4507 /// indicates if we have tried compiling this permutation already
4509 /// NULL if compilation failed
4510 IDirect3DVertexShader9 *vertexshader;
4511 IDirect3DPixelShader9 *pixelshader;
4513 r_hlsl_permutation_t;
4515 typedef enum D3DVSREGISTER_e
4517 D3DVSREGISTER_TexMatrix = 0, // float4x4
4518 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4519 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4520 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4521 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4522 D3DVSREGISTER_ModelToLight = 20, // float4x4
4523 D3DVSREGISTER_EyePosition = 24,
4524 D3DVSREGISTER_FogPlane = 25,
4525 D3DVSREGISTER_LightDir = 26,
4526 D3DVSREGISTER_LightPosition = 27,
4530 typedef enum D3DPSREGISTER_e
4532 D3DPSREGISTER_Alpha = 0,
4533 D3DPSREGISTER_BloomBlur_Parameters = 1,
4534 D3DPSREGISTER_ClientTime = 2,
4535 D3DPSREGISTER_Color_Ambient = 3,
4536 D3DPSREGISTER_Color_Diffuse = 4,
4537 D3DPSREGISTER_Color_Specular = 5,
4538 D3DPSREGISTER_Color_Glow = 6,
4539 D3DPSREGISTER_Color_Pants = 7,
4540 D3DPSREGISTER_Color_Shirt = 8,
4541 D3DPSREGISTER_DeferredColor_Ambient = 9,
4542 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4543 D3DPSREGISTER_DeferredColor_Specular = 11,
4544 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4545 D3DPSREGISTER_DeferredMod_Specular = 13,
4546 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4547 D3DPSREGISTER_EyePosition = 15, // unused
4548 D3DPSREGISTER_FogColor = 16,
4549 D3DPSREGISTER_FogHeightFade = 17,
4550 D3DPSREGISTER_FogPlane = 18,
4551 D3DPSREGISTER_FogPlaneViewDist = 19,
4552 D3DPSREGISTER_FogRangeRecip = 20,
4553 D3DPSREGISTER_LightColor = 21,
4554 D3DPSREGISTER_LightDir = 22, // unused
4555 D3DPSREGISTER_LightPosition = 23,
4556 D3DPSREGISTER_OffsetMapping_Scale = 24,
4557 D3DPSREGISTER_PixelSize = 25,
4558 D3DPSREGISTER_ReflectColor = 26,
4559 D3DPSREGISTER_ReflectFactor = 27,
4560 D3DPSREGISTER_ReflectOffset = 28,
4561 D3DPSREGISTER_RefractColor = 29,
4562 D3DPSREGISTER_Saturation = 30,
4563 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4564 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4565 D3DPSREGISTER_ScreenToDepth = 33,
4566 D3DPSREGISTER_ShadowMap_Parameters = 34,
4567 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4568 D3DPSREGISTER_SpecularPower = 36,
4569 D3DPSREGISTER_UserVec1 = 37,
4570 D3DPSREGISTER_UserVec2 = 38,
4571 D3DPSREGISTER_UserVec3 = 39,
4572 D3DPSREGISTER_UserVec4 = 40,
4573 D3DPSREGISTER_ViewTintColor = 41,
4574 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4575 D3DPSREGISTER_BloomColorSubtract = 43,
4576 D3DPSREGISTER_ViewToLight = 44, // float4x4
4577 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4578 D3DPSREGISTER_NormalmapScrollBlend = 52,
4583 /// information about each possible shader permutation
4584 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4585 /// currently selected permutation
4586 r_hlsl_permutation_t *r_hlsl_permutation;
4587 /// storage for permutations linked in the hash table
4588 memexpandablearray_t r_hlsl_permutationarray;
4590 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4592 //unsigned int hashdepth = 0;
4593 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4594 r_hlsl_permutation_t *p;
4595 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4597 if (p->mode == mode && p->permutation == permutation)
4599 //if (hashdepth > 10)
4600 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4605 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4607 p->permutation = permutation;
4608 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4609 r_hlsl_permutationhash[mode][hashindex] = p;
4610 //if (hashdepth > 10)
4611 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4615 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4618 if (!filename || !filename[0])
4620 if (!strcmp(filename, "hlsl/default.hlsl"))
4622 if (!hlslshaderstring)
4624 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4625 if (hlslshaderstring)
4626 Con_DPrintf("Loading shaders from file %s...\n", filename);
4628 hlslshaderstring = (char *)builtincgshaderstring;
4630 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4631 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4632 return shaderstring;
4634 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4637 if (printfromdisknotice)
4638 Con_DPrintf("from disk %s... ", filename);
4639 return shaderstring;
4641 return shaderstring;
4645 //#include <d3dx9shader.h>
4646 //#include <d3dx9mesh.h>
4648 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4650 DWORD *vsbin = NULL;
4651 DWORD *psbin = NULL;
4652 fs_offset_t vsbinsize;
4653 fs_offset_t psbinsize;
4654 // IDirect3DVertexShader9 *vs = NULL;
4655 // IDirect3DPixelShader9 *ps = NULL;
4656 ID3DXBuffer *vslog = NULL;
4657 ID3DXBuffer *vsbuffer = NULL;
4658 ID3DXConstantTable *vsconstanttable = NULL;
4659 ID3DXBuffer *pslog = NULL;
4660 ID3DXBuffer *psbuffer = NULL;
4661 ID3DXConstantTable *psconstanttable = NULL;
4664 char temp[MAX_INPUTLINE];
4665 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4666 qboolean debugshader = gl_paranoid.integer != 0;
4667 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4668 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4671 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4672 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4674 if ((!vsbin && vertstring) || (!psbin && fragstring))
4676 const char* dllnames_d3dx9 [] =
4700 dllhandle_t d3dx9_dll = NULL;
4701 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4702 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4703 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4704 dllfunction_t d3dx9_dllfuncs[] =
4706 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4707 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4708 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4711 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4713 DWORD shaderflags = 0;
4715 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4716 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4717 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4718 if (vertstring && vertstring[0])
4722 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4723 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4724 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4725 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4728 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4731 vsbinsize = vsbuffer->GetBufferSize();
4732 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4733 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4734 vsbuffer->Release();
4738 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4739 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4743 if (fragstring && fragstring[0])
4747 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4748 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4749 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4750 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4753 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4756 psbinsize = psbuffer->GetBufferSize();
4757 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4758 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4759 psbuffer->Release();
4763 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4764 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4768 Sys_UnloadLibrary(&d3dx9_dll);
4771 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4775 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4776 if (FAILED(vsresult))
4777 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4778 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4779 if (FAILED(psresult))
4780 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4782 // free the shader data
4783 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4784 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4787 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4790 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4791 int vertstring_length = 0;
4792 int geomstring_length = 0;
4793 int fragstring_length = 0;
4795 char *vertexstring, *geometrystring, *fragmentstring;
4796 char *vertstring, *geomstring, *fragstring;
4797 char permutationname[256];
4798 char cachename[256];
4799 int vertstrings_count = 0;
4800 int geomstrings_count = 0;
4801 int fragstrings_count = 0;
4802 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4803 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4804 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4809 p->vertexshader = NULL;
4810 p->pixelshader = NULL;
4812 permutationname[0] = 0;
4814 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4815 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4816 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4819 strlcat(cachename, "hlsl/", sizeof(cachename));
4821 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4822 vertstrings_count = 0;
4823 geomstrings_count = 0;
4824 fragstrings_count = 0;
4825 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4826 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4827 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4829 // the first pretext is which type of shader to compile as
4830 // (later these will all be bound together as a program object)
4831 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4832 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4833 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4835 // the second pretext is the mode (for example a light source)
4836 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4837 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4838 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4839 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4840 strlcat(cachename, modeinfo->name, sizeof(cachename));
4842 // now add all the permutation pretexts
4843 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4845 if (permutation & (1<<i))
4847 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4848 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4849 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4850 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4851 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4855 // keep line numbers correct
4856 vertstrings_list[vertstrings_count++] = "\n";
4857 geomstrings_list[geomstrings_count++] = "\n";
4858 fragstrings_list[fragstrings_count++] = "\n";
4863 R_CompileShader_AddStaticParms(mode, permutation);
4864 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4865 vertstrings_count += shaderstaticparms_count;
4866 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4867 geomstrings_count += shaderstaticparms_count;
4868 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4869 fragstrings_count += shaderstaticparms_count;
4871 // replace spaces in the cachename with _ characters
4872 for (i = 0;cachename[i];i++)
4873 if (cachename[i] == ' ')
4876 // now append the shader text itself
4877 vertstrings_list[vertstrings_count++] = vertexstring;
4878 geomstrings_list[geomstrings_count++] = geometrystring;
4879 fragstrings_list[fragstrings_count++] = fragmentstring;
4881 // if any sources were NULL, clear the respective list
4883 vertstrings_count = 0;
4884 if (!geometrystring)
4885 geomstrings_count = 0;
4886 if (!fragmentstring)
4887 fragstrings_count = 0;
4889 vertstring_length = 0;
4890 for (i = 0;i < vertstrings_count;i++)
4891 vertstring_length += strlen(vertstrings_list[i]);
4892 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4893 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4894 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4896 geomstring_length = 0;
4897 for (i = 0;i < geomstrings_count;i++)
4898 geomstring_length += strlen(geomstrings_list[i]);
4899 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4900 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4901 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4903 fragstring_length = 0;
4904 for (i = 0;i < fragstrings_count;i++)
4905 fragstring_length += strlen(fragstrings_list[i]);
4906 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4907 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4908 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4910 // try to load the cached shader, or generate one
4911 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4913 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4914 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4916 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4920 Mem_Free(vertstring);
4922 Mem_Free(geomstring);
4924 Mem_Free(fragstring);
4926 Mem_Free(vertexstring);
4928 Mem_Free(geometrystring);
4930 Mem_Free(fragmentstring);
4933 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4934 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4935 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);}
4936 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);}
4937 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);}
4938 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);}
4940 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4941 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4942 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);}
4943 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);}
4944 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);}
4945 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);}
4947 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4949 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4950 if (r_hlsl_permutation != perm)
4952 r_hlsl_permutation = perm;
4953 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4955 if (!r_hlsl_permutation->compiled)
4956 R_HLSL_CompilePermutation(perm, mode, permutation);
4957 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4959 // remove features until we find a valid permutation
4961 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4963 // reduce i more quickly whenever it would not remove any bits
4964 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4965 if (!(permutation & j))
4968 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4969 if (!r_hlsl_permutation->compiled)
4970 R_HLSL_CompilePermutation(perm, mode, permutation);
4971 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4974 if (i >= SHADERPERMUTATION_COUNT)
4976 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4977 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4978 return; // no bit left to clear, entire mode is broken
4982 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4983 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4985 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4986 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4987 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4991 void R_GLSL_Restart_f(void)
4993 unsigned int i, limit;
4994 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4995 Mem_Free(glslshaderstring);
4996 glslshaderstring = NULL;
4997 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4998 Mem_Free(cgshaderstring);
4999 cgshaderstring = NULL;
5000 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5001 Mem_Free(hlslshaderstring);
5002 hlslshaderstring = NULL;
5003 switch(vid.renderpath)
5005 case RENDERPATH_D3D9:
5008 r_hlsl_permutation_t *p;
5009 r_hlsl_permutation = NULL;
5010 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5011 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5012 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5013 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5014 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5015 for (i = 0;i < limit;i++)
5017 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5019 if (p->vertexshader)
5020 IDirect3DVertexShader9_Release(p->vertexshader);
5022 IDirect3DPixelShader9_Release(p->pixelshader);
5023 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5026 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5030 case RENDERPATH_D3D10:
5031 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5033 case RENDERPATH_D3D11:
5034 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5036 case RENDERPATH_GL20:
5038 r_glsl_permutation_t *p;
5039 r_glsl_permutation = NULL;
5040 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5041 for (i = 0;i < limit;i++)
5043 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5045 GL_Backend_FreeProgram(p->program);
5046 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5049 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5052 case RENDERPATH_CGGL:
5055 r_cg_permutation_t *p;
5056 r_cg_permutation = NULL;
5057 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5058 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5059 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5060 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5061 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5062 for (i = 0;i < limit;i++)
5064 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5067 cgDestroyProgram(p->vprogram);
5069 cgDestroyProgram(p->fprogram);
5070 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5073 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5077 case RENDERPATH_GL13:
5078 case RENDERPATH_GL11:
5083 void R_GLSL_DumpShader_f(void)
5088 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5091 FS_Print(file, "/* The engine may define the following macros:\n");
5092 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5093 for (i = 0;i < SHADERMODE_COUNT;i++)
5094 FS_Print(file, glslshadermodeinfo[i].pretext);
5095 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5096 FS_Print(file, shaderpermutationinfo[i].pretext);
5097 FS_Print(file, "*/\n");
5098 FS_Print(file, builtinshaderstring);
5100 Con_Printf("glsl/default.glsl written\n");
5103 Con_Printf("failed to write to glsl/default.glsl\n");
5106 file = FS_OpenRealFile("cg/default.cg", "w", false);
5109 FS_Print(file, "/* The engine may define the following macros:\n");
5110 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5111 for (i = 0;i < SHADERMODE_COUNT;i++)
5112 FS_Print(file, cgshadermodeinfo[i].pretext);
5113 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5114 FS_Print(file, shaderpermutationinfo[i].pretext);
5115 FS_Print(file, "*/\n");
5116 FS_Print(file, builtincgshaderstring);
5118 Con_Printf("cg/default.cg written\n");
5121 Con_Printf("failed to write to cg/default.cg\n");
5125 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5128 FS_Print(file, "/* The engine may define the following macros:\n");
5129 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5130 for (i = 0;i < SHADERMODE_COUNT;i++)
5131 FS_Print(file, hlslshadermodeinfo[i].pretext);
5132 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5133 FS_Print(file, shaderpermutationinfo[i].pretext);
5134 FS_Print(file, "*/\n");
5135 FS_Print(file, builtincgshaderstring);
5137 Con_Printf("hlsl/default.hlsl written\n");
5140 Con_Printf("failed to write to hlsl/default.hlsl\n");
5144 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5147 texturemode = GL_MODULATE;
5148 switch (vid.renderpath)
5150 case RENDERPATH_D3D9:
5152 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5153 R_Mesh_TexBind(GL20TU_FIRST , first );
5154 R_Mesh_TexBind(GL20TU_SECOND, second);
5157 case RENDERPATH_D3D10:
5158 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5160 case RENDERPATH_D3D11:
5161 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5163 case RENDERPATH_GL20:
5164 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5165 R_Mesh_TexBind(GL20TU_FIRST , first );
5166 R_Mesh_TexBind(GL20TU_SECOND, second);
5168 case RENDERPATH_CGGL:
5171 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5172 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5173 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5176 case RENDERPATH_GL13:
5177 R_Mesh_TexBind(0, first );
5178 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5179 R_Mesh_TexBind(1, second);
5181 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5183 case RENDERPATH_GL11:
5184 R_Mesh_TexBind(0, first );
5189 void R_SetupShader_DepthOrShadow(void)
5191 switch (vid.renderpath)
5193 case RENDERPATH_D3D9:
5195 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5198 case RENDERPATH_D3D10:
5199 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5201 case RENDERPATH_D3D11:
5202 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5204 case RENDERPATH_GL20:
5205 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5207 case RENDERPATH_CGGL:
5209 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5212 case RENDERPATH_GL13:
5213 R_Mesh_TexBind(0, 0);
5214 R_Mesh_TexBind(1, 0);
5216 case RENDERPATH_GL11:
5217 R_Mesh_TexBind(0, 0);
5222 void R_SetupShader_ShowDepth(void)
5224 switch (vid.renderpath)
5226 case RENDERPATH_D3D9:
5228 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5231 case RENDERPATH_D3D10:
5232 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5234 case RENDERPATH_D3D11:
5235 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5237 case RENDERPATH_GL20:
5238 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5240 case RENDERPATH_CGGL:
5242 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5245 case RENDERPATH_GL13:
5247 case RENDERPATH_GL11:
5252 extern qboolean r_shadow_usingdeferredprepass;
5253 extern cvar_t r_shadow_deferred_8bitrange;
5254 extern rtexture_t *r_shadow_attenuationgradienttexture;
5255 extern rtexture_t *r_shadow_attenuation2dtexture;
5256 extern rtexture_t *r_shadow_attenuation3dtexture;
5257 extern qboolean r_shadow_usingshadowmap2d;
5258 extern qboolean r_shadow_usingshadowmaportho;
5259 extern float r_shadow_shadowmap_texturescale[2];
5260 extern float r_shadow_shadowmap_parameters[4];
5261 extern qboolean r_shadow_shadowmapvsdct;
5262 extern qboolean r_shadow_shadowmapsampler;
5263 extern int r_shadow_shadowmappcf;
5264 extern rtexture_t *r_shadow_shadowmap2dtexture;
5265 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5266 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5267 extern matrix4x4_t r_shadow_shadowmapmatrix;
5268 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5269 extern int r_shadow_prepass_width;
5270 extern int r_shadow_prepass_height;
5271 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5272 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5273 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5274 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5275 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5276 extern cvar_t gl_mesh_separatearrays;
5277 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5279 // a blendfunc allows colormod if:
5280 // a) it can never keep the destination pixel invariant, or
5281 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5282 // this is to prevent unintended side effects from colormod
5285 // IF there is a (s, sa) for which for all (d, da),
5286 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5287 // THEN, for this (s, sa) and all (colormod, d, da):
5288 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5289 // OBVIOUSLY, this means that
5290 // s*colormod * src(s*colormod, d, sa, da) = 0
5291 // dst(s*colormod, d, sa, da) = 1
5293 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5295 // main condition to leave dst color invariant:
5296 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5298 // s * 0 + d * dst(s, d, sa, da) == d
5299 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5300 // => colormod is a problem for GL_SRC_COLOR only
5302 // s + d * dst(s, d, sa, da) == d
5304 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5305 // => colormod is never problematic for these
5306 // src == GL_SRC_COLOR:
5307 // s*s + d * dst(s, d, sa, da) == d
5309 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5310 // => colormod is never problematic for these
5311 // src == GL_ONE_MINUS_SRC_COLOR:
5312 // s*(1-s) + d * dst(s, d, sa, da) == d
5313 // => s == 0 or s == 1
5314 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5315 // => colormod is a problem for GL_SRC_COLOR only
5316 // src == GL_DST_COLOR
5317 // s*d + d * dst(s, d, sa, da) == d
5319 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5320 // => colormod is always a problem
5323 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5324 // => colormod is never problematic for these
5325 // => BUT, we do not know s! We must assume it is problematic
5326 // then... except in GL_ONE case, where we know all invariant
5328 // src == GL_ONE_MINUS_DST_COLOR
5329 // s*(1-d) + d * dst(s, d, sa, da) == d
5330 // => s == 0 (1-d is impossible to handle for our desired result)
5331 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5332 // => colormod is never problematic for these
5333 // src == GL_SRC_ALPHA
5334 // s*sa + d * dst(s, d, sa, da) == d
5335 // => s == 0, or sa == 0
5336 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5337 // => colormod breaks in the case GL_SRC_COLOR only
5338 // src == GL_ONE_MINUS_SRC_ALPHA
5339 // s*(1-sa) + d * dst(s, d, sa, da) == d
5340 // => s == 0, or sa == 1
5341 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5342 // => colormod breaks in the case GL_SRC_COLOR only
5343 // src == GL_DST_ALPHA
5344 // s*da + d * dst(s, d, sa, da) == d
5346 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5347 // => colormod is never problematic for these
5352 case GL_ONE_MINUS_SRC_COLOR:
5354 case GL_ONE_MINUS_SRC_ALPHA:
5355 if(dst == GL_SRC_COLOR)
5360 case GL_ONE_MINUS_DST_COLOR:
5362 case GL_ONE_MINUS_DST_ALPHA:
5372 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)
5374 // select a permutation of the lighting shader appropriate to this
5375 // combination of texture, entity, light source, and fogging, only use the
5376 // minimum features necessary to avoid wasting rendering time in the
5377 // fragment shader on features that are not being used
5378 unsigned int permutation = 0;
5379 unsigned int mode = 0;
5380 qboolean allow_colormod;
5381 static float dummy_colormod[3] = {1, 1, 1};
5382 float *colormod = rsurface.colormod;
5384 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5385 if (rsurfacepass == RSURFPASS_BACKGROUND)
5387 // distorted background
5388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5390 mode = SHADERMODE_WATER;
5391 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5392 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5393 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5394 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5396 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5398 mode = SHADERMODE_REFRACTION;
5399 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5400 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5404 mode = SHADERMODE_GENERIC;
5405 permutation |= SHADERPERMUTATION_DIFFUSE;
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5409 GL_AlphaTest(false);
5411 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5413 if (r_glsl_offsetmapping.integer)
5415 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5416 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5417 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5418 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5419 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5421 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5422 if (r_glsl_offsetmapping_reliefmapping.integer)
5423 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5429 permutation |= SHADERPERMUTATION_ALPHAKILL;
5430 // normalmap (deferred prepass), may use alpha test on diffuse
5431 mode = SHADERMODE_DEFERREDGEOMETRY;
5432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5433 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5434 GL_AlphaTest(false);
5435 GL_BlendFunc(GL_ONE, GL_ZERO);
5436 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5438 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5440 if (r_glsl_offsetmapping.integer)
5442 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5443 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5444 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5445 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5446 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5448 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5449 if (r_glsl_offsetmapping_reliefmapping.integer)
5450 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5453 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5454 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5456 mode = SHADERMODE_LIGHTSOURCE;
5457 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5458 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5459 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5460 permutation |= SHADERPERMUTATION_CUBEFILTER;
5461 if (diffusescale > 0)
5462 permutation |= SHADERPERMUTATION_DIFFUSE;
5463 if (specularscale > 0)
5464 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5465 if (r_refdef.fogenabled)
5466 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5467 if (rsurface.texture->colormapping)
5468 permutation |= SHADERPERMUTATION_COLORMAPPING;
5469 if (r_shadow_usingshadowmap2d)
5471 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5472 if(r_shadow_shadowmapvsdct)
5473 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5475 if (r_shadow_shadowmapsampler)
5476 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5477 if (r_shadow_shadowmappcf > 1)
5478 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5479 else if (r_shadow_shadowmappcf)
5480 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5482 if (rsurface.texture->reflectmasktexture)
5483 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5484 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5485 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5486 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5488 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5490 if (r_glsl_offsetmapping.integer)
5492 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5493 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5494 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5495 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5496 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5498 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499 if (r_glsl_offsetmapping_reliefmapping.integer)
5500 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5503 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5504 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5505 // unshaded geometry (fullbright or ambient model lighting)
5506 mode = SHADERMODE_FLATCOLOR;
5507 ambientscale = diffusescale = specularscale = 0;
5508 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5509 permutation |= SHADERPERMUTATION_GLOW;
5510 if (r_refdef.fogenabled)
5511 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5512 if (rsurface.texture->colormapping)
5513 permutation |= SHADERPERMUTATION_COLORMAPPING;
5514 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5516 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5517 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5519 if (r_shadow_shadowmapsampler)
5520 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5521 if (r_shadow_shadowmappcf > 1)
5522 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5523 else if (r_shadow_shadowmappcf)
5524 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5527 permutation |= SHADERPERMUTATION_REFLECTION;
5528 if (rsurface.texture->reflectmasktexture)
5529 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5530 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5531 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5532 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5534 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5536 if (r_glsl_offsetmapping.integer)
5538 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5539 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5540 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5541 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5542 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5544 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5545 if (r_glsl_offsetmapping_reliefmapping.integer)
5546 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5549 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5550 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5551 // directional model lighting
5552 mode = SHADERMODE_LIGHTDIRECTION;
5553 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5554 permutation |= SHADERPERMUTATION_GLOW;
5555 permutation |= SHADERPERMUTATION_DIFFUSE;
5556 if (specularscale > 0)
5557 permutation |= SHADERPERMUTATION_SPECULAR;
5558 if (r_refdef.fogenabled)
5559 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5560 if (rsurface.texture->colormapping)
5561 permutation |= SHADERPERMUTATION_COLORMAPPING;
5562 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5564 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5565 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5567 if (r_shadow_shadowmapsampler)
5568 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5569 if (r_shadow_shadowmappcf > 1)
5570 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5571 else if (r_shadow_shadowmappcf)
5572 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5574 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5575 permutation |= SHADERPERMUTATION_REFLECTION;
5576 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5577 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5578 if (rsurface.texture->reflectmasktexture)
5579 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5580 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5581 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5582 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5584 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5586 if (r_glsl_offsetmapping.integer)
5588 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5589 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5590 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5591 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5592 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5594 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5595 if (r_glsl_offsetmapping_reliefmapping.integer)
5596 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5599 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5600 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5601 // ambient model lighting
5602 mode = SHADERMODE_LIGHTDIRECTION;
5603 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5604 permutation |= SHADERPERMUTATION_GLOW;
5605 if (r_refdef.fogenabled)
5606 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5607 if (rsurface.texture->colormapping)
5608 permutation |= SHADERPERMUTATION_COLORMAPPING;
5609 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5611 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5612 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5614 if (r_shadow_shadowmapsampler)
5615 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5616 if (r_shadow_shadowmappcf > 1)
5617 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5618 else if (r_shadow_shadowmappcf)
5619 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5622 permutation |= SHADERPERMUTATION_REFLECTION;
5623 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5624 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5625 if (rsurface.texture->reflectmasktexture)
5626 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5627 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5628 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5629 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5633 if (r_glsl_offsetmapping.integer)
5635 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5636 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5637 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5638 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5639 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5641 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5642 if (r_glsl_offsetmapping_reliefmapping.integer)
5643 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5647 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5649 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5650 permutation |= SHADERPERMUTATION_GLOW;
5651 if (r_refdef.fogenabled)
5652 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5653 if (rsurface.texture->colormapping)
5654 permutation |= SHADERPERMUTATION_COLORMAPPING;
5655 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5657 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5658 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5660 if (r_shadow_shadowmapsampler)
5661 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5662 if (r_shadow_shadowmappcf > 1)
5663 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5664 else if (r_shadow_shadowmappcf)
5665 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5667 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5668 permutation |= SHADERPERMUTATION_REFLECTION;
5669 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5670 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5671 if (rsurface.texture->reflectmasktexture)
5672 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5673 if (FAKELIGHT_ENABLED)
5675 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5676 mode = SHADERMODE_FAKELIGHT;
5677 permutation |= SHADERPERMUTATION_DIFFUSE;
5678 if (specularscale > 0)
5679 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5681 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5683 // deluxemapping (light direction texture)
5684 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5685 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5687 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5688 permutation |= SHADERPERMUTATION_DIFFUSE;
5689 if (specularscale > 0)
5690 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5692 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5694 // fake deluxemapping (uniform light direction in tangentspace)
5695 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5696 permutation |= SHADERPERMUTATION_DIFFUSE;
5697 if (specularscale > 0)
5698 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5700 else if (rsurface.uselightmaptexture)
5702 // ordinary lightmapping (q1bsp, q3bsp)
5703 mode = SHADERMODE_LIGHTMAP;
5707 // ordinary vertex coloring (q3bsp)
5708 mode = SHADERMODE_VERTEXCOLOR;
5710 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5711 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5712 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5715 colormod = dummy_colormod;
5716 switch(vid.renderpath)
5718 case RENDERPATH_D3D9:
5720 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);
5721 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5722 R_SetupShader_SetPermutationHLSL(mode, permutation);
5723 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5724 if (mode == SHADERMODE_LIGHTSOURCE)
5726 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5727 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5731 if (mode == SHADERMODE_LIGHTDIRECTION)
5733 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5736 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5737 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5738 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5739 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5740 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5742 if (mode == SHADERMODE_LIGHTSOURCE)
5744 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5745 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5746 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5747 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5748 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5750 // additive passes are only darkened by fog, not tinted
5751 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5752 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5756 if (mode == SHADERMODE_FLATCOLOR)
5758 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5760 else if (mode == SHADERMODE_LIGHTDIRECTION)
5762 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]);
5763 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5764 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);
5765 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);
5766 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5767 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5768 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5772 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5773 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5774 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);
5775 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);
5776 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5778 // additive passes are only darkened by fog, not tinted
5779 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5780 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5782 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5783 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);
5784 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5785 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5786 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5787 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5788 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5789 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5790 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5791 if (mode == SHADERMODE_WATER)
5792 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5794 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5795 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5796 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5797 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));
5798 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5799 if (rsurface.texture->pantstexture)
5800 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5802 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5803 if (rsurface.texture->shirttexture)
5804 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5806 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5807 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5808 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5809 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5810 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5811 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5812 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5813 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5815 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5816 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5817 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5818 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5819 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5820 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5821 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5822 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5823 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5824 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5825 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5826 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5827 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5828 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5829 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5830 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5831 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5832 if (rsurfacepass == RSURFPASS_BACKGROUND)
5834 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5835 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5836 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5840 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5842 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5843 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5844 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5845 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5846 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5848 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5849 if (rsurface.rtlight)
5851 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5852 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5857 case RENDERPATH_D3D10:
5858 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5860 case RENDERPATH_D3D11:
5861 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5863 case RENDERPATH_GL20:
5864 if (gl_mesh_separatearrays.integer)
5866 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);
5867 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5868 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5869 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5870 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5871 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5872 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5873 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5877 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);
5878 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5880 R_SetupShader_SetPermutationGLSL(mode, permutation);
5881 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5882 if (mode == SHADERMODE_LIGHTSOURCE)
5884 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5885 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5886 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5887 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5888 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5889 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);
5891 // additive passes are only darkened by fog, not tinted
5892 if (r_glsl_permutation->loc_FogColor >= 0)
5893 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5894 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5898 if (mode == SHADERMODE_FLATCOLOR)
5900 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5902 else if (mode == SHADERMODE_LIGHTDIRECTION)
5904 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 * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5905 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]);
5906 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);
5907 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);
5908 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);
5909 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5910 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]);
5914 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]);
5915 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]);
5916 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);
5917 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);
5918 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);
5920 // additive passes are only darkened by fog, not tinted
5921 if (r_glsl_permutation->loc_FogColor >= 0)
5923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5924 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5926 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5928 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);
5929 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]);
5930 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]);
5931 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]);
5932 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]);
5933 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5934 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5935 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5936 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]);
5938 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5939 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5940 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5941 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]);
5942 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]);
5944 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5945 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));
5946 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5947 if (r_glsl_permutation->loc_Color_Pants >= 0)
5949 if (rsurface.texture->pantstexture)
5950 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5952 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5954 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5956 if (rsurface.texture->shirttexture)
5957 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5959 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5961 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]);
5962 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5963 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5964 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5965 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5966 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]);
5967 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5969 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5970 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5971 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5972 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5973 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5974 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5975 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5976 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5977 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5978 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5979 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5980 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5981 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5982 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5983 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5984 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5985 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5986 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5987 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5988 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5989 if (rsurfacepass == RSURFPASS_BACKGROUND)
5991 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5992 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5993 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5997 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5999 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6000 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6001 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6002 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6003 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6005 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6006 if (rsurface.rtlight)
6008 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6009 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6014 case RENDERPATH_CGGL:
6016 if (gl_mesh_separatearrays.integer)
6018 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);
6019 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6020 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6021 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6022 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6023 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6024 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6025 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6029 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);
6030 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6032 R_SetupShader_SetPermutationCG(mode, permutation);
6033 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6034 if (mode == SHADERMODE_LIGHTSOURCE)
6036 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6037 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6041 if (mode == SHADERMODE_LIGHTDIRECTION)
6043 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
6046 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6047 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6048 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6049 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6050 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
6053 if (mode == SHADERMODE_LIGHTSOURCE)
6055 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6056 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6057 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6058 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6059 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
6061 // additive passes are only darkened by fog, not tinted
6062 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6063 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6067 if (mode == SHADERMODE_FLATCOLOR)
6069 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6071 else if (mode == SHADERMODE_LIGHTDIRECTION)
6073 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
6074 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
6075 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
6076 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
6077 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
6078 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
6079 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
6083 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
6084 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
6085 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
6086 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
6087 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
6089 // additive passes are only darkened by fog, not tinted
6090 if (r_cg_permutation->fp_FogColor)
6092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6093 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6095 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6098 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
6099 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
6100 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
6101 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
6102 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
6103 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6104 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6105 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6106 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6108 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
6109 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
6110 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6111 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
6112 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6113 if (r_cg_permutation->fp_Color_Pants)
6115 if (rsurface.texture->pantstexture)
6116 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6118 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6121 if (r_cg_permutation->fp_Color_Shirt)
6123 if (rsurface.texture->shirttexture)
6124 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6126 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6129 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
6130 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6131 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6132 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6133 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6134 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
6135 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6137 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6138 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6139 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6140 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6141 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6142 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6143 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6144 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6145 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6146 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6147 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6149 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6150 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6151 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
6152 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6153 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6154 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6155 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6156 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6157 if (rsurfacepass == RSURFPASS_BACKGROUND)
6159 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
6160 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
6161 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
6165 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
6167 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6168 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6169 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6170 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6171 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6173 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6174 if (rsurface.rtlight)
6176 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6177 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6184 case RENDERPATH_GL13:
6185 case RENDERPATH_GL11:
6190 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6192 // select a permutation of the lighting shader appropriate to this
6193 // combination of texture, entity, light source, and fogging, only use the
6194 // minimum features necessary to avoid wasting rendering time in the
6195 // fragment shader on features that are not being used
6196 unsigned int permutation = 0;
6197 unsigned int mode = 0;
6198 const float *lightcolorbase = rtlight->currentcolor;
6199 float ambientscale = rtlight->ambientscale;
6200 float diffusescale = rtlight->diffusescale;
6201 float specularscale = rtlight->specularscale;
6202 // this is the location of the light in view space
6203 vec3_t viewlightorigin;
6204 // this transforms from view space (camera) to light space (cubemap)
6205 matrix4x4_t viewtolight;
6206 matrix4x4_t lighttoview;
6207 float viewtolight16f[16];
6208 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6210 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6211 if (rtlight->currentcubemap != r_texture_whitecube)
6212 permutation |= SHADERPERMUTATION_CUBEFILTER;
6213 if (diffusescale > 0)
6214 permutation |= SHADERPERMUTATION_DIFFUSE;
6215 if (specularscale > 0)
6216 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6217 if (r_shadow_usingshadowmap2d)
6219 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6220 if (r_shadow_shadowmapvsdct)
6221 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6223 if (r_shadow_shadowmapsampler)
6224 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6225 if (r_shadow_shadowmappcf > 1)
6226 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6227 else if (r_shadow_shadowmappcf)
6228 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6230 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6231 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6232 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6233 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6234 switch(vid.renderpath)
6236 case RENDERPATH_D3D9:
6238 R_SetupShader_SetPermutationHLSL(mode, permutation);
6239 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6240 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6241 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6242 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6243 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6244 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6245 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6246 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6247 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6248 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6250 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6251 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6252 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6253 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6254 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6255 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6258 case RENDERPATH_D3D10:
6259 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6261 case RENDERPATH_D3D11:
6262 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6264 case RENDERPATH_GL20:
6265 R_SetupShader_SetPermutationGLSL(mode, permutation);
6266 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6267 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6268 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);
6269 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);
6270 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);
6271 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]);
6272 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]);
6273 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6274 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]);
6275 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6277 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6278 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6279 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6280 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6281 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6282 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6284 case RENDERPATH_CGGL:
6286 R_SetupShader_SetPermutationCG(mode, permutation);
6287 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6288 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6289 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
6290 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
6291 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
6292 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
6293 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
6294 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6295 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
6296 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6298 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6299 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6300 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6301 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6302 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6303 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6306 case RENDERPATH_GL13:
6307 case RENDERPATH_GL11:
6312 #define SKINFRAME_HASH 1024
6316 int loadsequence; // incremented each level change
6317 memexpandablearray_t array;
6318 skinframe_t *hash[SKINFRAME_HASH];
6321 r_skinframe_t r_skinframe;
6323 void R_SkinFrame_PrepareForPurge(void)
6325 r_skinframe.loadsequence++;
6326 // wrap it without hitting zero
6327 if (r_skinframe.loadsequence >= 200)
6328 r_skinframe.loadsequence = 1;
6331 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6335 // mark the skinframe as used for the purging code
6336 skinframe->loadsequence = r_skinframe.loadsequence;
6339 void R_SkinFrame_Purge(void)
6343 for (i = 0;i < SKINFRAME_HASH;i++)
6345 for (s = r_skinframe.hash[i];s;s = s->next)
6347 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6349 if (s->merged == s->base)
6351 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6352 R_PurgeTexture(s->stain );s->stain = NULL;
6353 R_PurgeTexture(s->merged);s->merged = NULL;
6354 R_PurgeTexture(s->base );s->base = NULL;
6355 R_PurgeTexture(s->pants );s->pants = NULL;
6356 R_PurgeTexture(s->shirt );s->shirt = NULL;
6357 R_PurgeTexture(s->nmap );s->nmap = NULL;
6358 R_PurgeTexture(s->gloss );s->gloss = NULL;
6359 R_PurgeTexture(s->glow );s->glow = NULL;
6360 R_PurgeTexture(s->fog );s->fog = NULL;
6361 R_PurgeTexture(s->reflect);s->reflect = NULL;
6362 s->loadsequence = 0;
6368 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6370 char basename[MAX_QPATH];
6372 Image_StripImageExtension(name, basename, sizeof(basename));
6374 if( last == NULL ) {
6376 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6377 item = r_skinframe.hash[hashindex];
6382 // linearly search through the hash bucket
6383 for( ; item ; item = item->next ) {
6384 if( !strcmp( item->basename, basename ) ) {
6391 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6395 char basename[MAX_QPATH];
6397 Image_StripImageExtension(name, basename, sizeof(basename));
6399 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6400 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6401 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6405 rtexture_t *dyntexture;
6406 // check whether its a dynamic texture
6407 dyntexture = CL_GetDynTexture( basename );
6408 if (!add && !dyntexture)
6410 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6411 memset(item, 0, sizeof(*item));
6412 strlcpy(item->basename, basename, sizeof(item->basename));
6413 item->base = dyntexture; // either NULL or dyntexture handle
6414 item->textureflags = textureflags;
6415 item->comparewidth = comparewidth;
6416 item->compareheight = compareheight;
6417 item->comparecrc = comparecrc;
6418 item->next = r_skinframe.hash[hashindex];
6419 r_skinframe.hash[hashindex] = item;
6421 else if( item->base == NULL )
6423 rtexture_t *dyntexture;
6424 // check whether its a dynamic texture
6425 // 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]
6426 dyntexture = CL_GetDynTexture( basename );
6427 item->base = dyntexture; // either NULL or dyntexture handle
6430 R_SkinFrame_MarkUsed(item);
6434 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6436 unsigned long long avgcolor[5], wsum; \
6444 for(pix = 0; pix < cnt; ++pix) \
6447 for(comp = 0; comp < 3; ++comp) \
6449 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6452 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6454 for(comp = 0; comp < 3; ++comp) \
6455 avgcolor[comp] += getpixel * w; \
6458 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6459 avgcolor[4] += getpixel; \
6461 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6463 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6464 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6465 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6466 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6469 extern cvar_t gl_picmip;
6470 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6473 unsigned char *pixels;
6474 unsigned char *bumppixels;
6475 unsigned char *basepixels = NULL;
6476 int basepixels_width = 0;
6477 int basepixels_height = 0;
6478 skinframe_t *skinframe;
6479 rtexture_t *ddsbase = NULL;
6480 qboolean ddshasalpha = false;
6481 float ddsavgcolor[4];
6482 char basename[MAX_QPATH];
6483 int miplevel = R_PicmipForFlags(textureflags);
6484 int savemiplevel = miplevel;
6487 if (cls.state == ca_dedicated)
6490 // return an existing skinframe if already loaded
6491 // if loading of the first image fails, don't make a new skinframe as it
6492 // would cause all future lookups of this to be missing
6493 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6494 if (skinframe && skinframe->base)
6497 Image_StripImageExtension(name, basename, sizeof(basename));
6499 // check for DDS texture file first
6500 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6502 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6503 if (basepixels == NULL)
6507 // FIXME handle miplevel
6509 if (developer_loading.integer)
6510 Con_Printf("loading skin \"%s\"\n", name);
6512 // we've got some pixels to store, so really allocate this new texture now
6514 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6515 skinframe->stain = NULL;
6516 skinframe->merged = NULL;
6517 skinframe->base = NULL;
6518 skinframe->pants = NULL;
6519 skinframe->shirt = NULL;
6520 skinframe->nmap = NULL;
6521 skinframe->gloss = NULL;
6522 skinframe->glow = NULL;
6523 skinframe->fog = NULL;
6524 skinframe->reflect = NULL;
6525 skinframe->hasalpha = false;
6529 skinframe->base = ddsbase;
6530 skinframe->hasalpha = ddshasalpha;
6531 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6532 if (r_loadfog && skinframe->hasalpha)
6533 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6534 //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]);
6538 basepixels_width = image_width;
6539 basepixels_height = image_height;
6540 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);
6541 if (textureflags & TEXF_ALPHA)
6543 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6545 if (basepixels[j] < 255)
6547 skinframe->hasalpha = true;
6551 if (r_loadfog && skinframe->hasalpha)
6553 // has transparent pixels
6554 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6555 for (j = 0;j < image_width * image_height * 4;j += 4)
6560 pixels[j+3] = basepixels[j+3];
6562 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);
6566 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6567 //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]);
6568 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6569 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6570 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6571 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6576 mymiplevel = savemiplevel;
6577 if (r_loadnormalmap)
6578 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);
6579 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6581 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6582 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6583 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6584 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6587 // _norm is the name used by tenebrae and has been adopted as standard
6588 if (r_loadnormalmap && skinframe->nmap == NULL)
6590 mymiplevel = savemiplevel;
6591 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6593 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);
6597 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6599 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6600 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6601 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);
6603 Mem_Free(bumppixels);
6605 else if (r_shadow_bumpscale_basetexture.value > 0)
6607 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6608 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6609 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);
6612 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6613 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6616 // _luma is supported only for tenebrae compatibility
6617 // _glow is the preferred name
6618 mymiplevel = savemiplevel;
6619 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))))
6621 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);
6622 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6623 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6624 Mem_Free(pixels);pixels = NULL;
6627 mymiplevel = savemiplevel;
6628 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6630 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);
6631 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6632 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6637 mymiplevel = savemiplevel;
6638 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6640 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);
6641 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6642 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6647 mymiplevel = savemiplevel;
6648 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6650 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);
6651 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6652 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6657 mymiplevel = savemiplevel;
6658 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6660 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);
6661 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6662 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6668 Mem_Free(basepixels);
6673 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6674 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6677 unsigned char *temp1, *temp2;
6678 skinframe_t *skinframe;
6680 if (cls.state == ca_dedicated)
6683 // if already loaded just return it, otherwise make a new skinframe
6684 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6685 if (skinframe && skinframe->base)
6688 skinframe->stain = NULL;
6689 skinframe->merged = NULL;
6690 skinframe->base = NULL;
6691 skinframe->pants = NULL;
6692 skinframe->shirt = NULL;
6693 skinframe->nmap = NULL;
6694 skinframe->gloss = NULL;
6695 skinframe->glow = NULL;
6696 skinframe->fog = NULL;
6697 skinframe->reflect = NULL;
6698 skinframe->hasalpha = false;
6700 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6704 if (developer_loading.integer)
6705 Con_Printf("loading 32bit skin \"%s\"\n", name);
6707 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6709 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6710 temp2 = temp1 + width * height * 4;
6711 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6712 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);
6715 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6716 if (textureflags & TEXF_ALPHA)
6718 for (i = 3;i < width * height * 4;i += 4)
6720 if (skindata[i] < 255)
6722 skinframe->hasalpha = true;
6726 if (r_loadfog && skinframe->hasalpha)
6728 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6729 memcpy(fogpixels, skindata, width * height * 4);
6730 for (i = 0;i < width * height * 4;i += 4)
6731 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6732 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6733 Mem_Free(fogpixels);
6737 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6738 //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]);
6743 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6747 skinframe_t *skinframe;
6749 if (cls.state == ca_dedicated)
6752 // if already loaded just return it, otherwise make a new skinframe
6753 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6754 if (skinframe && skinframe->base)
6757 skinframe->stain = NULL;
6758 skinframe->merged = NULL;
6759 skinframe->base = NULL;
6760 skinframe->pants = NULL;
6761 skinframe->shirt = NULL;
6762 skinframe->nmap = NULL;
6763 skinframe->gloss = NULL;
6764 skinframe->glow = NULL;
6765 skinframe->fog = NULL;
6766 skinframe->reflect = NULL;
6767 skinframe->hasalpha = false;
6769 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6773 if (developer_loading.integer)
6774 Con_Printf("loading quake skin \"%s\"\n", name);
6776 // 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)
6777 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6778 memcpy(skinframe->qpixels, skindata, width*height);
6779 skinframe->qwidth = width;
6780 skinframe->qheight = height;
6783 for (i = 0;i < width * height;i++)
6784 featuresmask |= palette_featureflags[skindata[i]];
6786 skinframe->hasalpha = false;
6787 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6788 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6789 skinframe->qgeneratemerged = true;
6790 skinframe->qgeneratebase = skinframe->qhascolormapping;
6791 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6793 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6794 //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]);
6799 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6803 unsigned char *skindata;
6805 if (!skinframe->qpixels)
6808 if (!skinframe->qhascolormapping)
6809 colormapped = false;
6813 if (!skinframe->qgeneratebase)
6818 if (!skinframe->qgeneratemerged)
6822 width = skinframe->qwidth;
6823 height = skinframe->qheight;
6824 skindata = skinframe->qpixels;
6826 if (skinframe->qgeneratenmap)
6828 unsigned char *temp1, *temp2;
6829 skinframe->qgeneratenmap = false;
6830 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6831 temp2 = temp1 + width * height * 4;
6832 // use either a custom palette or the quake palette
6833 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6834 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6835 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);
6839 if (skinframe->qgenerateglow)
6841 skinframe->qgenerateglow = false;
6842 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6847 skinframe->qgeneratebase = false;
6848 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);
6849 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6850 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6854 skinframe->qgeneratemerged = false;
6855 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);
6858 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6860 Mem_Free(skinframe->qpixels);
6861 skinframe->qpixels = NULL;
6865 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)
6868 skinframe_t *skinframe;
6870 if (cls.state == ca_dedicated)
6873 // if already loaded just return it, otherwise make a new skinframe
6874 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6875 if (skinframe && skinframe->base)
6878 skinframe->stain = NULL;
6879 skinframe->merged = NULL;
6880 skinframe->base = NULL;
6881 skinframe->pants = NULL;
6882 skinframe->shirt = NULL;
6883 skinframe->nmap = NULL;
6884 skinframe->gloss = NULL;
6885 skinframe->glow = NULL;
6886 skinframe->fog = NULL;
6887 skinframe->reflect = NULL;
6888 skinframe->hasalpha = false;
6890 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6894 if (developer_loading.integer)
6895 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6897 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6898 if (textureflags & TEXF_ALPHA)
6900 for (i = 0;i < width * height;i++)
6902 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6904 skinframe->hasalpha = true;
6908 if (r_loadfog && skinframe->hasalpha)
6909 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6912 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6913 //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]);
6918 skinframe_t *R_SkinFrame_LoadMissing(void)
6920 skinframe_t *skinframe;
6922 if (cls.state == ca_dedicated)
6925 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6926 skinframe->stain = NULL;
6927 skinframe->merged = NULL;
6928 skinframe->base = NULL;
6929 skinframe->pants = NULL;
6930 skinframe->shirt = NULL;
6931 skinframe->nmap = NULL;
6932 skinframe->gloss = NULL;
6933 skinframe->glow = NULL;
6934 skinframe->fog = NULL;
6935 skinframe->reflect = NULL;
6936 skinframe->hasalpha = false;
6938 skinframe->avgcolor[0] = rand() / RAND_MAX;
6939 skinframe->avgcolor[1] = rand() / RAND_MAX;
6940 skinframe->avgcolor[2] = rand() / RAND_MAX;
6941 skinframe->avgcolor[3] = 1;
6946 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6947 typedef struct suffixinfo_s
6950 qboolean flipx, flipy, flipdiagonal;
6953 static suffixinfo_t suffix[3][6] =
6956 {"px", false, false, false},
6957 {"nx", false, false, false},
6958 {"py", false, false, false},
6959 {"ny", false, false, false},
6960 {"pz", false, false, false},
6961 {"nz", false, false, false}
6964 {"posx", false, false, false},
6965 {"negx", false, false, false},
6966 {"posy", false, false, false},
6967 {"negy", false, false, false},
6968 {"posz", false, false, false},
6969 {"negz", false, false, false}
6972 {"rt", true, false, true},
6973 {"lf", false, true, true},
6974 {"ft", true, true, false},
6975 {"bk", false, false, false},
6976 {"up", true, false, true},
6977 {"dn", true, false, true}
6981 static int componentorder[4] = {0, 1, 2, 3};
6983 rtexture_t *R_LoadCubemap(const char *basename)
6985 int i, j, cubemapsize;
6986 unsigned char *cubemappixels, *image_buffer;
6987 rtexture_t *cubemaptexture;
6989 // must start 0 so the first loadimagepixels has no requested width/height
6991 cubemappixels = NULL;
6992 cubemaptexture = NULL;
6993 // keep trying different suffix groups (posx, px, rt) until one loads
6994 for (j = 0;j < 3 && !cubemappixels;j++)
6996 // load the 6 images in the suffix group
6997 for (i = 0;i < 6;i++)
6999 // generate an image name based on the base and and suffix
7000 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7002 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7004 // an image loaded, make sure width and height are equal
7005 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7007 // if this is the first image to load successfully, allocate the cubemap memory
7008 if (!cubemappixels && image_width >= 1)
7010 cubemapsize = image_width;
7011 // note this clears to black, so unavailable sides are black
7012 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7014 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7016 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);
7019 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7021 Mem_Free(image_buffer);
7025 // if a cubemap loaded, upload it
7028 if (developer_loading.integer)
7029 Con_Printf("loading cubemap \"%s\"\n", basename);
7031 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7032 Mem_Free(cubemappixels);
7036 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7037 if (developer_loading.integer)
7039 Con_Printf("(tried tried images ");
7040 for (j = 0;j < 3;j++)
7041 for (i = 0;i < 6;i++)
7042 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7043 Con_Print(" and was unable to find any of them).\n");
7046 return cubemaptexture;
7049 rtexture_t *R_GetCubemap(const char *basename)
7052 for (i = 0;i < r_texture_numcubemaps;i++)
7053 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7054 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7055 if (i >= MAX_CUBEMAPS)
7056 return r_texture_whitecube;
7057 r_texture_numcubemaps++;
7058 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7059 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7060 return r_texture_cubemaps[i].texture;
7063 void R_FreeCubemaps(void)
7066 for (i = 0;i < r_texture_numcubemaps;i++)
7068 if (developer_loading.integer)
7069 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7070 if (r_texture_cubemaps[i].texture)
7071 R_FreeTexture(r_texture_cubemaps[i].texture);
7073 r_texture_numcubemaps = 0;
7076 void R_Main_FreeViewCache(void)
7078 if (r_refdef.viewcache.entityvisible)
7079 Mem_Free(r_refdef.viewcache.entityvisible);
7080 if (r_refdef.viewcache.world_pvsbits)
7081 Mem_Free(r_refdef.viewcache.world_pvsbits);
7082 if (r_refdef.viewcache.world_leafvisible)
7083 Mem_Free(r_refdef.viewcache.world_leafvisible);
7084 if (r_refdef.viewcache.world_surfacevisible)
7085 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7086 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7089 void R_Main_ResizeViewCache(void)
7091 int numentities = r_refdef.scene.numentities;
7092 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7093 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7094 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7095 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7096 if (r_refdef.viewcache.maxentities < numentities)
7098 r_refdef.viewcache.maxentities = numentities;
7099 if (r_refdef.viewcache.entityvisible)
7100 Mem_Free(r_refdef.viewcache.entityvisible);
7101 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7103 if (r_refdef.viewcache.world_numclusters != numclusters)
7105 r_refdef.viewcache.world_numclusters = numclusters;
7106 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7107 if (r_refdef.viewcache.world_pvsbits)
7108 Mem_Free(r_refdef.viewcache.world_pvsbits);
7109 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7111 if (r_refdef.viewcache.world_numleafs != numleafs)
7113 r_refdef.viewcache.world_numleafs = numleafs;
7114 if (r_refdef.viewcache.world_leafvisible)
7115 Mem_Free(r_refdef.viewcache.world_leafvisible);
7116 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7118 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7120 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7121 if (r_refdef.viewcache.world_surfacevisible)
7122 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7123 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7127 extern rtexture_t *loadingscreentexture;
7128 void gl_main_start(void)
7130 loadingscreentexture = NULL;
7131 r_texture_blanknormalmap = NULL;
7132 r_texture_white = NULL;
7133 r_texture_grey128 = NULL;
7134 r_texture_black = NULL;
7135 r_texture_whitecube = NULL;
7136 r_texture_normalizationcube = NULL;
7137 r_texture_fogattenuation = NULL;
7138 r_texture_fogheighttexture = NULL;
7139 r_texture_gammaramps = NULL;
7140 r_texture_numcubemaps = 0;
7142 r_loaddds = r_texture_dds_load.integer;
7143 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7145 switch(vid.renderpath)
7147 case RENDERPATH_GL20:
7148 case RENDERPATH_CGGL:
7149 case RENDERPATH_D3D9:
7150 case RENDERPATH_D3D10:
7151 case RENDERPATH_D3D11:
7152 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7153 Cvar_SetValueQuick(&gl_combine, 1);
7154 Cvar_SetValueQuick(&r_glsl, 1);
7155 r_loadnormalmap = true;
7159 case RENDERPATH_GL13:
7160 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7161 Cvar_SetValueQuick(&gl_combine, 1);
7162 Cvar_SetValueQuick(&r_glsl, 0);
7163 r_loadnormalmap = false;
7164 r_loadgloss = false;
7167 case RENDERPATH_GL11:
7168 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7169 Cvar_SetValueQuick(&gl_combine, 0);
7170 Cvar_SetValueQuick(&r_glsl, 0);
7171 r_loadnormalmap = false;
7172 r_loadgloss = false;
7178 R_FrameData_Reset();
7182 memset(r_queries, 0, sizeof(r_queries));
7184 r_qwskincache = NULL;
7185 r_qwskincache_size = 0;
7187 // set up r_skinframe loading system for textures
7188 memset(&r_skinframe, 0, sizeof(r_skinframe));
7189 r_skinframe.loadsequence = 1;
7190 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7192 r_main_texturepool = R_AllocTexturePool();
7193 R_BuildBlankTextures();
7195 if (vid.support.arb_texture_cube_map)
7198 R_BuildNormalizationCube();
7200 r_texture_fogattenuation = NULL;
7201 r_texture_fogheighttexture = NULL;
7202 r_texture_gammaramps = NULL;
7203 //r_texture_fogintensity = NULL;
7204 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7205 memset(&r_waterstate, 0, sizeof(r_waterstate));
7206 r_glsl_permutation = NULL;
7207 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7208 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7209 glslshaderstring = NULL;
7211 r_cg_permutation = NULL;
7212 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7213 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7214 cgshaderstring = NULL;
7217 r_hlsl_permutation = NULL;
7218 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7219 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7220 hlslshaderstring = NULL;
7222 memset(&r_svbsp, 0, sizeof (r_svbsp));
7224 r_refdef.fogmasktable_density = 0;
7227 void gl_main_shutdown(void)
7230 R_FrameData_Reset();
7232 R_Main_FreeViewCache();
7234 switch(vid.renderpath)
7236 case RENDERPATH_GL11:
7237 case RENDERPATH_GL13:
7238 case RENDERPATH_GL20:
7239 case RENDERPATH_CGGL:
7241 qglDeleteQueriesARB(r_maxqueries, r_queries);
7243 case RENDERPATH_D3D9:
7244 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7246 case RENDERPATH_D3D10:
7247 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7249 case RENDERPATH_D3D11:
7250 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7256 memset(r_queries, 0, sizeof(r_queries));
7258 r_qwskincache = NULL;
7259 r_qwskincache_size = 0;
7261 // clear out the r_skinframe state
7262 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7263 memset(&r_skinframe, 0, sizeof(r_skinframe));
7266 Mem_Free(r_svbsp.nodes);
7267 memset(&r_svbsp, 0, sizeof (r_svbsp));
7268 R_FreeTexturePool(&r_main_texturepool);
7269 loadingscreentexture = NULL;
7270 r_texture_blanknormalmap = NULL;
7271 r_texture_white = NULL;
7272 r_texture_grey128 = NULL;
7273 r_texture_black = NULL;
7274 r_texture_whitecube = NULL;
7275 r_texture_normalizationcube = NULL;
7276 r_texture_fogattenuation = NULL;
7277 r_texture_fogheighttexture = NULL;
7278 r_texture_gammaramps = NULL;
7279 r_texture_numcubemaps = 0;
7280 //r_texture_fogintensity = NULL;
7281 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7282 memset(&r_waterstate, 0, sizeof(r_waterstate));
7286 extern void CL_ParseEntityLump(char *entitystring);
7287 void gl_main_newmap(void)
7289 // FIXME: move this code to client
7290 char *entities, entname[MAX_QPATH];
7292 Mem_Free(r_qwskincache);
7293 r_qwskincache = NULL;
7294 r_qwskincache_size = 0;
7297 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7298 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7300 CL_ParseEntityLump(entities);
7304 if (cl.worldmodel->brush.entities)
7305 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7307 R_Main_FreeViewCache();
7309 R_FrameData_Reset();
7312 void GL_Main_Init(void)
7314 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7316 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7317 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7318 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7319 if (gamemode == GAME_NEHAHRA)
7321 Cvar_RegisterVariable (&gl_fogenable);
7322 Cvar_RegisterVariable (&gl_fogdensity);
7323 Cvar_RegisterVariable (&gl_fogred);
7324 Cvar_RegisterVariable (&gl_foggreen);
7325 Cvar_RegisterVariable (&gl_fogblue);
7326 Cvar_RegisterVariable (&gl_fogstart);
7327 Cvar_RegisterVariable (&gl_fogend);
7328 Cvar_RegisterVariable (&gl_skyclip);
7330 Cvar_RegisterVariable(&r_motionblur);
7331 Cvar_RegisterVariable(&r_motionblur_maxblur);
7332 Cvar_RegisterVariable(&r_motionblur_bmin);
7333 Cvar_RegisterVariable(&r_motionblur_vmin);
7334 Cvar_RegisterVariable(&r_motionblur_vmax);
7335 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7336 Cvar_RegisterVariable(&r_motionblur_randomize);
7337 Cvar_RegisterVariable(&r_damageblur);
7338 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7339 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7340 Cvar_RegisterVariable(&r_equalize_entities_by);
7341 Cvar_RegisterVariable(&r_equalize_entities_to);
7342 Cvar_RegisterVariable(&r_depthfirst);
7343 Cvar_RegisterVariable(&r_useinfinitefarclip);
7344 Cvar_RegisterVariable(&r_farclip_base);
7345 Cvar_RegisterVariable(&r_farclip_world);
7346 Cvar_RegisterVariable(&r_nearclip);
7347 Cvar_RegisterVariable(&r_showbboxes);
7348 Cvar_RegisterVariable(&r_showsurfaces);
7349 Cvar_RegisterVariable(&r_showtris);
7350 Cvar_RegisterVariable(&r_shownormals);
7351 Cvar_RegisterVariable(&r_showlighting);
7352 Cvar_RegisterVariable(&r_showshadowvolumes);
7353 Cvar_RegisterVariable(&r_showcollisionbrushes);
7354 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7355 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7356 Cvar_RegisterVariable(&r_showdisabledepthtest);
7357 Cvar_RegisterVariable(&r_drawportals);
7358 Cvar_RegisterVariable(&r_drawentities);
7359 Cvar_RegisterVariable(&r_draw2d);
7360 Cvar_RegisterVariable(&r_drawworld);
7361 Cvar_RegisterVariable(&r_cullentities_trace);
7362 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7363 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7364 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7365 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7366 Cvar_RegisterVariable(&r_drawviewmodel);
7367 Cvar_RegisterVariable(&r_drawexteriormodel);
7368 Cvar_RegisterVariable(&r_speeds);
7369 Cvar_RegisterVariable(&r_fullbrights);
7370 Cvar_RegisterVariable(&r_wateralpha);
7371 Cvar_RegisterVariable(&r_dynamic);
7372 Cvar_RegisterVariable(&r_fakelight);
7373 Cvar_RegisterVariable(&r_fakelight_intensity);
7374 Cvar_RegisterVariable(&r_fullbright);
7375 Cvar_RegisterVariable(&r_shadows);
7376 Cvar_RegisterVariable(&r_shadows_darken);
7377 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7378 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7379 Cvar_RegisterVariable(&r_shadows_throwdistance);
7380 Cvar_RegisterVariable(&r_shadows_throwdirection);
7381 Cvar_RegisterVariable(&r_shadows_focus);
7382 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7383 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7384 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7385 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7386 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7387 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7388 Cvar_RegisterVariable(&r_fog_exp2);
7389 Cvar_RegisterVariable(&r_drawfog);
7390 Cvar_RegisterVariable(&r_transparentdepthmasking);
7391 Cvar_RegisterVariable(&r_texture_dds_load);
7392 Cvar_RegisterVariable(&r_texture_dds_save);
7393 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7394 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7395 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7396 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7397 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7398 Cvar_RegisterVariable(&r_textureunits);
7399 Cvar_RegisterVariable(&gl_combine);
7400 Cvar_RegisterVariable(&r_glsl);
7401 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7402 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7403 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7404 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7405 Cvar_RegisterVariable(&r_glsl_postprocess);
7406 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7407 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7408 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7409 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7410 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
7411 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
7412 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
7413 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
7415 Cvar_RegisterVariable(&r_water);
7416 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7417 Cvar_RegisterVariable(&r_water_clippingplanebias);
7418 Cvar_RegisterVariable(&r_water_refractdistort);
7419 Cvar_RegisterVariable(&r_water_reflectdistort);
7420 Cvar_RegisterVariable(&r_water_scissormode);
7421 Cvar_RegisterVariable(&r_lerpsprites);
7422 Cvar_RegisterVariable(&r_lerpmodels);
7423 Cvar_RegisterVariable(&r_lerplightstyles);
7424 Cvar_RegisterVariable(&r_waterscroll);
7425 Cvar_RegisterVariable(&r_bloom);
7426 Cvar_RegisterVariable(&r_bloom_colorscale);
7427 Cvar_RegisterVariable(&r_bloom_brighten);
7428 Cvar_RegisterVariable(&r_bloom_blur);
7429 Cvar_RegisterVariable(&r_bloom_resolution);
7430 Cvar_RegisterVariable(&r_bloom_colorexponent);
7431 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7432 Cvar_RegisterVariable(&r_hdr);
7433 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7434 Cvar_RegisterVariable(&r_hdr_glowintensity);
7435 Cvar_RegisterVariable(&r_hdr_range);
7436 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7437 Cvar_RegisterVariable(&developer_texturelogging);
7438 Cvar_RegisterVariable(&gl_lightmaps);
7439 Cvar_RegisterVariable(&r_test);
7440 Cvar_RegisterVariable(&r_glsl_saturation);
7441 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7442 Cvar_RegisterVariable(&r_framedatasize);
7443 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7444 Cvar_SetValue("r_fullbrights", 0);
7445 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7447 Cvar_RegisterVariable(&r_track_sprites);
7448 Cvar_RegisterVariable(&r_track_sprites_flags);
7449 Cvar_RegisterVariable(&r_track_sprites_scalew);
7450 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7451 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7452 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7455 extern void R_Textures_Init(void);
7456 extern void GL_Draw_Init(void);
7457 extern void GL_Main_Init(void);
7458 extern void R_Shadow_Init(void);
7459 extern void R_Sky_Init(void);
7460 extern void GL_Surf_Init(void);
7461 extern void R_Particles_Init(void);
7462 extern void R_Explosion_Init(void);
7463 extern void gl_backend_init(void);
7464 extern void Sbar_Init(void);
7465 extern void R_LightningBeams_Init(void);
7466 extern void Mod_RenderInit(void);
7467 extern void Font_Init(void);
7469 void Render_Init(void)
7482 R_LightningBeams_Init();
7491 extern char *ENGINE_EXTENSIONS;
7494 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7495 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7496 gl_version = (const char *)qglGetString(GL_VERSION);
7497 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7501 if (!gl_platformextensions)
7502 gl_platformextensions = "";
7504 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7505 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7506 Con_Printf("GL_VERSION: %s\n", gl_version);
7507 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7508 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7510 VID_CheckExtensions();
7512 // LordHavoc: report supported extensions
7513 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7515 // clear to black (loading plaque will be seen over this)
7516 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7519 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7523 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7525 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7528 p = r_refdef.view.frustum + i;
7533 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7537 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7541 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7545 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7549 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7553 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7557 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7561 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7569 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7573 for (i = 0;i < numplanes;i++)
7580 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7584 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7588 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7592 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7596 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7600 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7604 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7608 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7616 //==================================================================================
7618 // LordHavoc: this stores temporary data used within the same frame
7620 qboolean r_framedata_failed;
7621 static size_t r_framedata_size;
7622 static size_t r_framedata_current;
7623 static void *r_framedata_base;
7625 void R_FrameData_Reset(void)
7627 if (r_framedata_base)
7628 Mem_Free(r_framedata_base);
7629 r_framedata_base = NULL;
7630 r_framedata_size = 0;
7631 r_framedata_current = 0;
7632 r_framedata_failed = false;
7635 void R_FrameData_NewFrame(void)
7638 if (r_framedata_failed)
7639 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7640 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7641 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7642 if (r_framedata_size != wantedsize)
7644 r_framedata_size = wantedsize;
7645 if (r_framedata_base)
7646 Mem_Free(r_framedata_base);
7647 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7649 r_framedata_current = 0;
7650 r_framedata_failed = false;
7653 void *R_FrameData_Alloc(size_t size)
7657 // align to 16 byte boundary
7658 size = (size + 15) & ~15;
7659 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7660 r_framedata_current += size;
7663 if (r_framedata_current > r_framedata_size)
7664 r_framedata_failed = true;
7666 // return NULL on everything after a failure
7667 if (r_framedata_failed)
7673 void *R_FrameData_Store(size_t size, void *data)
7675 void *d = R_FrameData_Alloc(size);
7677 memcpy(d, data, size);
7681 //==================================================================================
7683 // LordHavoc: animcache originally written by Echon, rewritten since then
7686 * Animation cache prevents re-generating mesh data for an animated model
7687 * multiple times in one frame for lighting, shadowing, reflections, etc.
7690 void R_AnimCache_Free(void)
7694 void R_AnimCache_ClearCache(void)
7697 entity_render_t *ent;
7699 for (i = 0;i < r_refdef.scene.numentities;i++)
7701 ent = r_refdef.scene.entities[i];
7702 ent->animcache_vertex3f = NULL;
7703 ent->animcache_normal3f = NULL;
7704 ent->animcache_svector3f = NULL;
7705 ent->animcache_tvector3f = NULL;
7706 ent->animcache_vertexposition = NULL;
7707 ent->animcache_vertexmesh = NULL;
7708 ent->animcache_vertexpositionbuffer = NULL;
7709 ent->animcache_vertexmeshbuffer = NULL;
7713 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7717 // identical memory layout, so no need to allocate...
7718 // this also provides the vertexposition structure to everything, e.g.
7719 // depth masked rendering currently uses it even if having separate
7721 // NOTE: get rid of this optimization if changing it to e.g. 4f
7722 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7725 // get rid of following uses of VERTEXPOSITION, change to the array:
7726 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7727 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7728 // R_DrawTextureSurfaceList_DepthOnly
7729 // R_Q1BSP_DrawShadowMap
7731 switch(vid.renderpath)
7733 case RENDERPATH_GL20:
7734 case RENDERPATH_CGGL:
7735 // need the meshbuffers if !gl_mesh_separatearrays.integer
7736 if (gl_mesh_separatearrays.integer)
7739 case RENDERPATH_D3D9:
7740 case RENDERPATH_D3D10:
7741 case RENDERPATH_D3D11:
7742 // always need the meshbuffers
7744 case RENDERPATH_GL13:
7745 case RENDERPATH_GL11:
7746 // never need the meshbuffers
7750 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7751 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7753 if (!ent->animcache_vertexposition)
7754 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7756 if (ent->animcache_vertexposition)
7759 for (i = 0;i < numvertices;i++)
7760 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7762 // TODO: upload vertex buffer?
7764 if (ent->animcache_vertexmesh)
7766 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7767 for (i = 0;i < numvertices;i++)
7768 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7769 if (ent->animcache_svector3f)
7770 for (i = 0;i < numvertices;i++)
7771 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7772 if (ent->animcache_tvector3f)
7773 for (i = 0;i < numvertices;i++)
7774 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7775 if (ent->animcache_normal3f)
7776 for (i = 0;i < numvertices;i++)
7777 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7778 // TODO: upload vertex buffer?
7782 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7784 dp_model_t *model = ent->model;
7786 // see if it's already cached this frame
7787 if (ent->animcache_vertex3f)
7789 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7790 if (wantnormals || wanttangents)
7792 if (ent->animcache_normal3f)
7793 wantnormals = false;
7794 if (ent->animcache_svector3f)
7795 wanttangents = false;
7796 if (wantnormals || wanttangents)
7798 numvertices = model->surfmesh.num_vertices;
7800 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7803 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7804 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7806 if (!r_framedata_failed)
7808 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7809 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7816 // see if this ent is worth caching
7817 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7819 // get some memory for this entity and generate mesh data
7820 numvertices = model->surfmesh.num_vertices;
7821 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7823 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7826 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7827 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7829 if (!r_framedata_failed)
7831 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7832 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7835 return !r_framedata_failed;
7838 void R_AnimCache_CacheVisibleEntities(void)
7841 qboolean wantnormals = true;
7842 qboolean wanttangents = !r_showsurfaces.integer;
7844 switch(vid.renderpath)
7846 case RENDERPATH_GL20:
7847 case RENDERPATH_CGGL:
7848 case RENDERPATH_D3D9:
7849 case RENDERPATH_D3D10:
7850 case RENDERPATH_D3D11:
7852 case RENDERPATH_GL13:
7853 case RENDERPATH_GL11:
7854 wanttangents = false;
7858 if (r_shownormals.integer)
7859 wanttangents = wantnormals = true;
7861 // TODO: thread this
7862 // NOTE: R_PrepareRTLights() also caches entities
7864 for (i = 0;i < r_refdef.scene.numentities;i++)
7865 if (r_refdef.viewcache.entityvisible[i])
7866 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7869 //==================================================================================
7871 static void R_View_UpdateEntityLighting (void)
7874 entity_render_t *ent;
7875 vec3_t tempdiffusenormal, avg;
7876 vec_t f, fa, fd, fdd;
7877 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7879 for (i = 0;i < r_refdef.scene.numentities;i++)
7881 ent = r_refdef.scene.entities[i];
7883 // skip unseen models
7884 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7888 if (ent->model && ent->model->brush.num_leafs)
7890 // TODO: use modellight for r_ambient settings on world?
7891 VectorSet(ent->modellight_ambient, 0, 0, 0);
7892 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7893 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7897 // fetch the lighting from the worldmodel data
7898 VectorClear(ent->modellight_ambient);
7899 VectorClear(ent->modellight_diffuse);
7900 VectorClear(tempdiffusenormal);
7901 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7904 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7906 // complete lightning for lit sprites
7907 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7908 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7910 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7911 org[2] = org[2] + r_overheadsprites_pushback.value;
7912 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
7915 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7917 if(ent->flags & RENDER_EQUALIZE)
7919 // first fix up ambient lighting...
7920 if(r_equalize_entities_minambient.value > 0)
7922 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7925 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7926 if(fa < r_equalize_entities_minambient.value * fd)
7929 // fa'/fd' = minambient
7930 // fa'+0.25*fd' = fa+0.25*fd
7932 // fa' = fd' * minambient
7933 // fd'*(0.25+minambient) = fa+0.25*fd
7935 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7936 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7938 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7939 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
7940 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7941 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7946 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7948 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
7949 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7953 // adjust brightness and saturation to target
7954 avg[0] = avg[1] = avg[2] = fa / f;
7955 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
7956 avg[0] = avg[1] = avg[2] = fd / f;
7957 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
7963 VectorSet(ent->modellight_ambient, 1, 1, 1);
7965 // move the light direction into modelspace coordinates for lighting code
7966 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7967 if(VectorLength2(ent->modellight_lightdir) == 0)
7968 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7969 VectorNormalize(ent->modellight_lightdir);
7973 #define MAX_LINEOFSIGHTTRACES 64
7975 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7978 vec3_t boxmins, boxmaxs;
7981 dp_model_t *model = r_refdef.scene.worldmodel;
7983 if (!model || !model->brush.TraceLineOfSight)
7986 // expand the box a little
7987 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7988 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7989 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7990 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7991 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7992 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7994 // return true if eye is inside enlarged box
7995 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7999 VectorCopy(eye, start);
8000 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
8001 if (model->brush.TraceLineOfSight(model, start, end))
8004 // try various random positions
8005 for (i = 0;i < numsamples;i++)
8007 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8008 if (model->brush.TraceLineOfSight(model, start, end))
8016 static void R_View_UpdateEntityVisible (void)
8021 entity_render_t *ent;
8023 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8024 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8025 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8026 : RENDER_EXTERIORMODEL;
8027 if (!r_drawviewmodel.integer)
8028 renderimask |= RENDER_VIEWMODEL;
8029 if (!r_drawexteriormodel.integer)
8030 renderimask |= RENDER_EXTERIORMODEL;
8031 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8033 // worldmodel can check visibility
8034 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8035 for (i = 0;i < r_refdef.scene.numentities;i++)
8037 ent = r_refdef.scene.entities[i];
8038 if (!(ent->flags & renderimask))
8039 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)))
8040 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))
8041 r_refdef.viewcache.entityvisible[i] = true;
8043 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8044 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8046 for (i = 0;i < r_refdef.scene.numentities;i++)
8048 ent = r_refdef.scene.entities[i];
8049 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8051 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8053 continue; // temp entities do pvs only
8054 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8055 ent->last_trace_visibility = realtime;
8056 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8057 r_refdef.viewcache.entityvisible[i] = 0;
8064 // no worldmodel or it can't check visibility
8065 for (i = 0;i < r_refdef.scene.numentities;i++)
8067 ent = r_refdef.scene.entities[i];
8068 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));
8073 /// only used if skyrendermasked, and normally returns false
8074 int R_DrawBrushModelsSky (void)
8077 entity_render_t *ent;
8080 for (i = 0;i < r_refdef.scene.numentities;i++)
8082 if (!r_refdef.viewcache.entityvisible[i])
8084 ent = r_refdef.scene.entities[i];
8085 if (!ent->model || !ent->model->DrawSky)
8087 ent->model->DrawSky(ent);
8093 static void R_DrawNoModel(entity_render_t *ent);
8094 static void R_DrawModels(void)
8097 entity_render_t *ent;
8099 for (i = 0;i < r_refdef.scene.numentities;i++)
8101 if (!r_refdef.viewcache.entityvisible[i])
8103 ent = r_refdef.scene.entities[i];
8104 r_refdef.stats.entities++;
8105 if (ent->model && ent->model->Draw != NULL)
8106 ent->model->Draw(ent);
8112 static void R_DrawModelsDepth(void)
8115 entity_render_t *ent;
8117 for (i = 0;i < r_refdef.scene.numentities;i++)
8119 if (!r_refdef.viewcache.entityvisible[i])
8121 ent = r_refdef.scene.entities[i];
8122 if (ent->model && ent->model->DrawDepth != NULL)
8123 ent->model->DrawDepth(ent);
8127 static void R_DrawModelsDebug(void)
8130 entity_render_t *ent;
8132 for (i = 0;i < r_refdef.scene.numentities;i++)
8134 if (!r_refdef.viewcache.entityvisible[i])
8136 ent = r_refdef.scene.entities[i];
8137 if (ent->model && ent->model->DrawDebug != NULL)
8138 ent->model->DrawDebug(ent);
8142 static void R_DrawModelsAddWaterPlanes(void)
8145 entity_render_t *ent;
8147 for (i = 0;i < r_refdef.scene.numentities;i++)
8149 if (!r_refdef.viewcache.entityvisible[i])
8151 ent = r_refdef.scene.entities[i];
8152 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8153 ent->model->DrawAddWaterPlanes(ent);
8157 static void R_View_SetFrustum(const int *scissor)
8160 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8161 vec3_t forward, left, up, origin, v;
8165 // flipped x coordinates (because x points left here)
8166 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8167 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8169 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8170 switch(vid.renderpath)
8172 case RENDERPATH_D3D9:
8173 case RENDERPATH_D3D10:
8174 case RENDERPATH_D3D11:
8175 // non-flipped y coordinates
8176 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8177 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8179 case RENDERPATH_GL11:
8180 case RENDERPATH_GL13:
8181 case RENDERPATH_GL20:
8182 case RENDERPATH_CGGL:
8183 // non-flipped y coordinates
8184 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8185 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8190 // we can't trust r_refdef.view.forward and friends in reflected scenes
8191 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8194 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8195 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8196 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8197 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8198 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8199 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8200 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8201 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8202 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8203 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8204 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8205 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8209 zNear = r_refdef.nearclip;
8210 nudge = 1.0 - 1.0 / (1<<23);
8211 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8212 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8213 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8214 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8215 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8216 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8217 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8218 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8224 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8225 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8226 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8227 r_refdef.view.frustum[0].dist = m[15] - m[12];
8229 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8230 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8231 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8232 r_refdef.view.frustum[1].dist = m[15] + m[12];
8234 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8235 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8236 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8237 r_refdef.view.frustum[2].dist = m[15] - m[13];
8239 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8240 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8241 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8242 r_refdef.view.frustum[3].dist = m[15] + m[13];
8244 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8245 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8246 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8247 r_refdef.view.frustum[4].dist = m[15] - m[14];
8249 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8250 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8251 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8252 r_refdef.view.frustum[5].dist = m[15] + m[14];
8255 if (r_refdef.view.useperspective)
8257 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8258 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]);
8259 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]);
8260 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]);
8261 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]);
8263 // then the normals from the corners relative to origin
8264 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8265 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8266 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8267 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8269 // in a NORMAL view, forward cross left == up
8270 // in a REFLECTED view, forward cross left == down
8271 // so our cross products above need to be adjusted for a left handed coordinate system
8272 CrossProduct(forward, left, v);
8273 if(DotProduct(v, up) < 0)
8275 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8276 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8277 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8278 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8281 // Leaving those out was a mistake, those were in the old code, and they
8282 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8283 // I couldn't reproduce it after adding those normalizations. --blub
8284 VectorNormalize(r_refdef.view.frustum[0].normal);
8285 VectorNormalize(r_refdef.view.frustum[1].normal);
8286 VectorNormalize(r_refdef.view.frustum[2].normal);
8287 VectorNormalize(r_refdef.view.frustum[3].normal);
8289 // make the corners absolute
8290 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8291 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8292 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8293 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8296 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8298 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8299 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8300 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8301 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8302 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8306 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8307 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8308 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8309 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8310 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8311 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8312 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8313 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8314 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8315 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8317 r_refdef.view.numfrustumplanes = 5;
8319 if (r_refdef.view.useclipplane)
8321 r_refdef.view.numfrustumplanes = 6;
8322 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8325 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8326 PlaneClassify(r_refdef.view.frustum + i);
8328 // LordHavoc: note to all quake engine coders, Quake had a special case
8329 // for 90 degrees which assumed a square view (wrong), so I removed it,
8330 // Quake2 has it disabled as well.
8332 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8333 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8334 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8335 //PlaneClassify(&frustum[0]);
8337 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8338 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8339 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8340 //PlaneClassify(&frustum[1]);
8342 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8343 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8344 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8345 //PlaneClassify(&frustum[2]);
8347 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8348 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8349 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8350 //PlaneClassify(&frustum[3]);
8353 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8354 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8355 //PlaneClassify(&frustum[4]);
8358 void R_View_UpdateWithScissor(const int *myscissor)
8360 R_Main_ResizeViewCache();
8361 R_View_SetFrustum(myscissor);
8362 R_View_WorldVisibility(r_refdef.view.useclipplane);
8363 R_View_UpdateEntityVisible();
8364 R_View_UpdateEntityLighting();
8367 void R_View_Update(void)
8369 R_Main_ResizeViewCache();
8370 R_View_SetFrustum(NULL);
8371 R_View_WorldVisibility(r_refdef.view.useclipplane);
8372 R_View_UpdateEntityVisible();
8373 R_View_UpdateEntityLighting();
8376 void R_SetupView(qboolean allowwaterclippingplane)
8378 const float *customclipplane = NULL;
8380 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8382 // LordHavoc: couldn't figure out how to make this approach the
8383 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8384 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8385 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8386 dist = r_refdef.view.clipplane.dist;
8387 plane[0] = r_refdef.view.clipplane.normal[0];
8388 plane[1] = r_refdef.view.clipplane.normal[1];
8389 plane[2] = r_refdef.view.clipplane.normal[2];
8391 customclipplane = plane;
8394 if (!r_refdef.view.useperspective)
8395 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);
8396 else if (vid.stencil && r_useinfinitefarclip.integer)
8397 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);
8399 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);
8400 R_SetViewport(&r_refdef.view.viewport);
8403 void R_EntityMatrix(const matrix4x4_t *matrix)
8405 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8407 gl_modelmatrixchanged = false;
8408 gl_modelmatrix = *matrix;
8409 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8410 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8411 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8412 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8414 switch(vid.renderpath)
8416 case RENDERPATH_D3D9:
8418 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8419 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8422 case RENDERPATH_D3D10:
8423 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8425 case RENDERPATH_D3D11:
8426 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8428 case RENDERPATH_GL20:
8429 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8430 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8431 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8433 case RENDERPATH_CGGL:
8436 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8437 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8438 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8441 case RENDERPATH_GL13:
8442 case RENDERPATH_GL11:
8443 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8449 void R_ResetViewRendering2D(void)
8451 r_viewport_t viewport;
8454 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8455 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);
8456 R_SetViewport(&viewport);
8457 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8458 GL_Color(1, 1, 1, 1);
8459 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8460 GL_BlendFunc(GL_ONE, GL_ZERO);
8461 GL_AlphaTest(false);
8462 GL_ScissorTest(false);
8463 GL_DepthMask(false);
8464 GL_DepthRange(0, 1);
8465 GL_DepthTest(false);
8466 GL_DepthFunc(GL_LEQUAL);
8467 R_EntityMatrix(&identitymatrix);
8468 R_Mesh_ResetTextureState();
8469 GL_PolygonOffset(0, 0);
8470 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8471 switch(vid.renderpath)
8473 case RENDERPATH_GL11:
8474 case RENDERPATH_GL13:
8475 case RENDERPATH_GL20:
8476 case RENDERPATH_CGGL:
8477 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8479 case RENDERPATH_D3D9:
8480 case RENDERPATH_D3D10:
8481 case RENDERPATH_D3D11:
8484 GL_CullFace(GL_NONE);
8487 void R_ResetViewRendering3D(void)
8492 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8493 GL_Color(1, 1, 1, 1);
8494 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8495 GL_BlendFunc(GL_ONE, GL_ZERO);
8496 GL_AlphaTest(false);
8497 GL_ScissorTest(true);
8499 GL_DepthRange(0, 1);
8501 GL_DepthFunc(GL_LEQUAL);
8502 R_EntityMatrix(&identitymatrix);
8503 R_Mesh_ResetTextureState();
8504 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8505 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8506 switch(vid.renderpath)
8508 case RENDERPATH_GL11:
8509 case RENDERPATH_GL13:
8510 case RENDERPATH_GL20:
8511 case RENDERPATH_CGGL:
8512 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8514 case RENDERPATH_D3D9:
8515 case RENDERPATH_D3D10:
8516 case RENDERPATH_D3D11:
8519 GL_CullFace(r_refdef.view.cullface_back);
8524 R_RenderView_UpdateViewVectors
8527 static void R_RenderView_UpdateViewVectors(void)
8529 // break apart the view matrix into vectors for various purposes
8530 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8531 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8532 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8533 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8534 // make an inverted copy of the view matrix for tracking sprites
8535 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8538 void R_RenderScene(void);
8539 void R_RenderWaterPlanes(void);
8541 static void R_Water_StartFrame(void)
8544 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8545 r_waterstate_waterplane_t *p;
8547 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8550 switch(vid.renderpath)
8552 case RENDERPATH_GL20:
8553 case RENDERPATH_CGGL:
8554 case RENDERPATH_D3D9:
8555 case RENDERPATH_D3D10:
8556 case RENDERPATH_D3D11:
8558 case RENDERPATH_GL13:
8559 case RENDERPATH_GL11:
8563 // set waterwidth and waterheight to the water resolution that will be
8564 // used (often less than the screen resolution for faster rendering)
8565 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8566 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8568 // calculate desired texture sizes
8569 // can't use water if the card does not support the texture size
8570 if (!r_water.integer || r_showsurfaces.integer)
8571 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8572 else if (vid.support.arb_texture_non_power_of_two)
8574 texturewidth = waterwidth;
8575 textureheight = waterheight;
8576 camerawidth = waterwidth;
8577 cameraheight = waterheight;
8581 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8582 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8583 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8584 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8587 // allocate textures as needed
8588 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8590 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8591 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8593 if (p->texture_refraction)
8594 R_FreeTexture(p->texture_refraction);
8595 p->texture_refraction = NULL;
8596 if (p->texture_reflection)
8597 R_FreeTexture(p->texture_reflection);
8598 p->texture_reflection = NULL;
8599 if (p->texture_camera)
8600 R_FreeTexture(p->texture_camera);
8601 p->texture_camera = NULL;
8603 memset(&r_waterstate, 0, sizeof(r_waterstate));
8604 r_waterstate.texturewidth = texturewidth;
8605 r_waterstate.textureheight = textureheight;
8606 r_waterstate.camerawidth = camerawidth;
8607 r_waterstate.cameraheight = cameraheight;
8610 if (r_waterstate.texturewidth)
8612 r_waterstate.enabled = true;
8614 // when doing a reduced render (HDR) we want to use a smaller area
8615 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8616 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8618 // set up variables that will be used in shader setup
8619 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8620 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8621 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8622 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8625 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8626 r_waterstate.numwaterplanes = 0;
8629 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8631 int triangleindex, planeindex;
8637 r_waterstate_waterplane_t *p;
8638 texture_t *t = R_GetCurrentTexture(surface->texture);
8640 // just use the first triangle with a valid normal for any decisions
8641 VectorClear(normal);
8642 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8644 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8645 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8646 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8647 TriangleNormal(vert[0], vert[1], vert[2], normal);
8648 if (VectorLength2(normal) >= 0.001)
8652 VectorCopy(normal, plane.normal);
8653 VectorNormalize(plane.normal);
8654 plane.dist = DotProduct(vert[0], plane.normal);
8655 PlaneClassify(&plane);
8656 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8658 // skip backfaces (except if nocullface is set)
8659 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8661 VectorNegate(plane.normal, plane.normal);
8663 PlaneClassify(&plane);
8667 // find a matching plane if there is one
8668 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8669 if(p->camera_entity == t->camera_entity)
8670 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8672 if (planeindex >= r_waterstate.maxwaterplanes)
8673 return; // nothing we can do, out of planes
8675 // if this triangle does not fit any known plane rendered this frame, add one
8676 if (planeindex >= r_waterstate.numwaterplanes)
8678 // store the new plane
8679 r_waterstate.numwaterplanes++;
8681 // clear materialflags and pvs
8682 p->materialflags = 0;
8683 p->pvsvalid = false;
8684 p->camera_entity = t->camera_entity;
8685 VectorCopy(surface->mins, p->mins);
8686 VectorCopy(surface->maxs, p->maxs);
8691 p->mins[0] = min(p->mins[0], surface->mins[0]);
8692 p->mins[1] = min(p->mins[1], surface->mins[1]);
8693 p->mins[2] = min(p->mins[2], surface->mins[2]);
8694 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8695 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8696 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8698 // merge this surface's materialflags into the waterplane
8699 p->materialflags |= t->currentmaterialflags;
8700 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8702 // merge this surface's PVS into the waterplane
8703 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8704 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8705 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8707 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8713 static void R_Water_ProcessPlanes(void)
8716 r_refdef_view_t originalview;
8717 r_refdef_view_t myview;
8719 r_waterstate_waterplane_t *p;
8722 originalview = r_refdef.view;
8724 // make sure enough textures are allocated
8725 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8727 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8729 if (!p->texture_refraction)
8730 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);
8731 if (!p->texture_refraction)
8734 else if (p->materialflags & MATERIALFLAG_CAMERA)
8736 if (!p->texture_camera)
8737 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);
8738 if (!p->texture_camera)
8742 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8744 if (!p->texture_reflection)
8745 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);
8746 if (!p->texture_reflection)
8752 r_refdef.view = originalview;
8753 r_refdef.view.showdebug = false;
8754 r_refdef.view.width = r_waterstate.waterwidth;
8755 r_refdef.view.height = r_waterstate.waterheight;
8756 r_refdef.view.useclipplane = true;
8757 myview = r_refdef.view;
8758 r_waterstate.renderingscene = true;
8759 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8761 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8763 r_refdef.view = myview;
8764 if(r_water_scissormode.integer)
8767 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8768 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8771 // render reflected scene and copy into texture
8772 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8773 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8774 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8775 r_refdef.view.clipplane = p->plane;
8777 // reverse the cullface settings for this render
8778 r_refdef.view.cullface_front = GL_FRONT;
8779 r_refdef.view.cullface_back = GL_BACK;
8780 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8782 r_refdef.view.usecustompvs = true;
8784 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8786 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8789 R_ResetViewRendering3D();
8790 R_ClearScreen(r_refdef.fogenabled);
8791 if(r_water_scissormode.integer & 2)
8792 R_View_UpdateWithScissor(myscissor);
8795 if(r_water_scissormode.integer & 1)
8796 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8799 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);
8802 // render the normal view scene and copy into texture
8803 // (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)
8804 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8806 r_refdef.view = myview;
8807 if(r_water_scissormode.integer)
8810 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8811 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8814 r_waterstate.renderingrefraction = true;
8816 r_refdef.view.clipplane = p->plane;
8817 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8818 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8820 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8822 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8823 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8824 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8825 R_RenderView_UpdateViewVectors();
8826 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8828 r_refdef.view.usecustompvs = true;
8829 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);
8833 PlaneClassify(&r_refdef.view.clipplane);
8835 R_ResetViewRendering3D();
8836 R_ClearScreen(r_refdef.fogenabled);
8837 if(r_water_scissormode.integer & 2)
8838 R_View_UpdateWithScissor(myscissor);
8841 if(r_water_scissormode.integer & 1)
8842 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8845 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);
8846 r_waterstate.renderingrefraction = false;
8848 else if (p->materialflags & MATERIALFLAG_CAMERA)
8850 r_refdef.view = myview;
8852 r_refdef.view.clipplane = p->plane;
8853 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8854 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8856 r_refdef.view.width = r_waterstate.camerawidth;
8857 r_refdef.view.height = r_waterstate.cameraheight;
8858 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8859 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8861 if(p->camera_entity)
8863 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8864 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8867 // note: all of the view is used for displaying... so
8868 // there is no use in scissoring
8870 // reverse the cullface settings for this render
8871 r_refdef.view.cullface_front = GL_FRONT;
8872 r_refdef.view.cullface_back = GL_BACK;
8873 // also reverse the view matrix
8874 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
8875 R_RenderView_UpdateViewVectors();
8876 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8878 r_refdef.view.usecustompvs = true;
8879 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);
8882 // camera needs no clipplane
8883 r_refdef.view.useclipplane = false;
8885 PlaneClassify(&r_refdef.view.clipplane);
8887 R_ResetViewRendering3D();
8888 R_ClearScreen(r_refdef.fogenabled);
8892 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);
8893 r_waterstate.renderingrefraction = false;
8897 r_waterstate.renderingscene = false;
8898 r_refdef.view = originalview;
8899 R_ResetViewRendering3D();
8900 R_ClearScreen(r_refdef.fogenabled);
8904 r_refdef.view = originalview;
8905 r_waterstate.renderingscene = false;
8906 Cvar_SetValueQuick(&r_water, 0);
8907 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8911 void R_Bloom_StartFrame(void)
8913 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8915 switch(vid.renderpath)
8917 case RENDERPATH_GL20:
8918 case RENDERPATH_CGGL:
8919 case RENDERPATH_D3D9:
8920 case RENDERPATH_D3D10:
8921 case RENDERPATH_D3D11:
8923 case RENDERPATH_GL13:
8924 case RENDERPATH_GL11:
8928 // set bloomwidth and bloomheight to the bloom resolution that will be
8929 // used (often less than the screen resolution for faster rendering)
8930 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8931 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8932 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8933 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8934 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8936 // calculate desired texture sizes
8937 if (vid.support.arb_texture_non_power_of_two)
8939 screentexturewidth = r_refdef.view.width;
8940 screentextureheight = r_refdef.view.height;
8941 bloomtexturewidth = r_bloomstate.bloomwidth;
8942 bloomtextureheight = r_bloomstate.bloomheight;
8946 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8947 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8948 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8949 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8952 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))
8954 Cvar_SetValueQuick(&r_hdr, 0);
8955 Cvar_SetValueQuick(&r_bloom, 0);
8956 Cvar_SetValueQuick(&r_motionblur, 0);
8957 Cvar_SetValueQuick(&r_damageblur, 0);
8960 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)))
8961 screentexturewidth = screentextureheight = 0;
8962 if (!r_hdr.integer && !r_bloom.integer)
8963 bloomtexturewidth = bloomtextureheight = 0;
8965 // allocate textures as needed
8966 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8968 if (r_bloomstate.texture_screen)
8969 R_FreeTexture(r_bloomstate.texture_screen);
8970 r_bloomstate.texture_screen = NULL;
8971 r_bloomstate.screentexturewidth = screentexturewidth;
8972 r_bloomstate.screentextureheight = screentextureheight;
8973 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8974 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);
8976 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8978 if (r_bloomstate.texture_bloom)
8979 R_FreeTexture(r_bloomstate.texture_bloom);
8980 r_bloomstate.texture_bloom = NULL;
8981 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8982 r_bloomstate.bloomtextureheight = bloomtextureheight;
8983 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8984 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);
8987 // when doing a reduced render (HDR) we want to use a smaller area
8988 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8989 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8990 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8991 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8992 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8994 // set up a texcoord array for the full resolution screen image
8995 // (we have to keep this around to copy back during final render)
8996 r_bloomstate.screentexcoord2f[0] = 0;
8997 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8998 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8999 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
9000 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
9001 r_bloomstate.screentexcoord2f[5] = 0;
9002 r_bloomstate.screentexcoord2f[6] = 0;
9003 r_bloomstate.screentexcoord2f[7] = 0;
9005 // set up a texcoord array for the reduced resolution bloom image
9006 // (which will be additive blended over the screen image)
9007 r_bloomstate.bloomtexcoord2f[0] = 0;
9008 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9009 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9010 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9011 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9012 r_bloomstate.bloomtexcoord2f[5] = 0;
9013 r_bloomstate.bloomtexcoord2f[6] = 0;
9014 r_bloomstate.bloomtexcoord2f[7] = 0;
9016 switch(vid.renderpath)
9018 case RENDERPATH_GL11:
9019 case RENDERPATH_GL13:
9020 case RENDERPATH_GL20:
9021 case RENDERPATH_CGGL:
9023 case RENDERPATH_D3D9:
9024 case RENDERPATH_D3D10:
9025 case RENDERPATH_D3D11:
9028 for (i = 0;i < 4;i++)
9030 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
9031 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
9032 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
9033 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9039 if (r_hdr.integer || r_bloom.integer)
9041 r_bloomstate.enabled = true;
9042 r_bloomstate.hdr = r_hdr.integer != 0;
9045 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);
9048 void R_Bloom_CopyBloomTexture(float colorscale)
9050 r_refdef.stats.bloom++;
9052 // scale down screen texture to the bloom texture size
9054 R_SetViewport(&r_bloomstate.viewport);
9055 GL_BlendFunc(GL_ONE, GL_ZERO);
9056 GL_Color(colorscale, colorscale, colorscale, 1);
9057 // 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...
9058 switch(vid.renderpath)
9060 case RENDERPATH_GL11:
9061 case RENDERPATH_GL13:
9062 case RENDERPATH_GL20:
9063 case RENDERPATH_CGGL:
9064 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9066 case RENDERPATH_D3D9:
9067 case RENDERPATH_D3D10:
9068 case RENDERPATH_D3D11:
9069 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9072 // TODO: do boxfilter scale-down in shader?
9073 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9074 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9075 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9077 // we now have a bloom image in the framebuffer
9078 // copy it into the bloom image texture for later processing
9079 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);
9080 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9083 void R_Bloom_CopyHDRTexture(void)
9085 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);
9086 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9089 void R_Bloom_MakeTexture(void)
9092 float xoffset, yoffset, r, brighten;
9094 r_refdef.stats.bloom++;
9096 R_ResetViewRendering2D();
9098 // we have a bloom image in the framebuffer
9100 R_SetViewport(&r_bloomstate.viewport);
9102 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9105 r = bound(0, r_bloom_colorexponent.value / x, 1);
9106 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9108 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9109 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9110 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9111 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9113 // copy the vertically blurred bloom view to a texture
9114 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);
9115 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9118 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9119 brighten = r_bloom_brighten.value;
9121 brighten *= r_hdr_range.value;
9122 brighten = sqrt(brighten);
9124 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9125 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9127 for (dir = 0;dir < 2;dir++)
9129 // blend on at multiple vertical offsets to achieve a vertical blur
9130 // TODO: do offset blends using GLSL
9131 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9132 GL_BlendFunc(GL_ONE, GL_ZERO);
9133 for (x = -range;x <= range;x++)
9135 if (!dir){xoffset = 0;yoffset = x;}
9136 else {xoffset = x;yoffset = 0;}
9137 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9138 yoffset /= (float)r_bloomstate.bloomtextureheight;
9139 // compute a texcoord array with the specified x and y offset
9140 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9141 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9142 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9143 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9144 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9145 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9146 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9147 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9148 // this r value looks like a 'dot' particle, fading sharply to
9149 // black at the edges
9150 // (probably not realistic but looks good enough)
9151 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9152 //r = brighten/(range*2+1);
9153 r = brighten / (range * 2 + 1);
9155 r *= (1 - x*x/(float)(range*range));
9156 GL_Color(r, r, r, 1);
9157 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9158 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9159 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9160 GL_BlendFunc(GL_ONE, GL_ONE);
9163 // copy the vertically blurred bloom view to a texture
9164 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);
9165 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9169 void R_HDR_RenderBloomTexture(void)
9171 int oldwidth, oldheight;
9172 float oldcolorscale;
9175 oldwaterstate = r_waterstate.enabled;
9176 oldcolorscale = r_refdef.view.colorscale;
9177 oldwidth = r_refdef.view.width;
9178 oldheight = r_refdef.view.height;
9179 r_refdef.view.width = r_bloomstate.bloomwidth;
9180 r_refdef.view.height = r_bloomstate.bloomheight;
9182 if(r_hdr.integer < 2)
9183 r_waterstate.enabled = false;
9185 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9186 // TODO: add exposure compensation features
9187 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9189 r_refdef.view.showdebug = false;
9190 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9192 R_ResetViewRendering3D();
9194 R_ClearScreen(r_refdef.fogenabled);
9195 if (r_timereport_active)
9196 R_TimeReport("HDRclear");
9199 if (r_timereport_active)
9200 R_TimeReport("visibility");
9202 // only do secondary renders with HDR if r_hdr is 2 or higher
9203 r_waterstate.numwaterplanes = 0;
9204 if (r_waterstate.enabled)
9205 R_RenderWaterPlanes();
9207 r_refdef.view.showdebug = true;
9209 r_waterstate.numwaterplanes = 0;
9211 R_ResetViewRendering2D();
9213 R_Bloom_CopyHDRTexture();
9214 R_Bloom_MakeTexture();
9216 // restore the view settings
9217 r_waterstate.enabled = oldwaterstate;
9218 r_refdef.view.width = oldwidth;
9219 r_refdef.view.height = oldheight;
9220 r_refdef.view.colorscale = oldcolorscale;
9222 R_ResetViewRendering3D();
9224 R_ClearScreen(r_refdef.fogenabled);
9225 if (r_timereport_active)
9226 R_TimeReport("viewclear");
9229 static void R_BlendView(void)
9231 unsigned int permutation;
9232 float uservecs[4][4];
9234 switch (vid.renderpath)
9236 case RENDERPATH_GL20:
9237 case RENDERPATH_CGGL:
9238 case RENDERPATH_D3D9:
9239 case RENDERPATH_D3D10:
9240 case RENDERPATH_D3D11:
9242 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9243 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9244 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9245 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9246 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9248 if (r_bloomstate.texture_screen)
9250 // make sure the buffer is available
9251 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9253 R_ResetViewRendering2D();
9255 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9257 // declare variables
9259 static float avgspeed;
9261 speed = VectorLength(cl.movement_velocity);
9263 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9264 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9266 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9267 speed = bound(0, speed, 1);
9268 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9270 // calculate values into a standard alpha
9271 cl.motionbluralpha = 1 - exp(-
9273 (r_motionblur.value * speed / 80)
9275 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9278 max(0.0001, cl.time - cl.oldtime) // fps independent
9281 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9282 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9284 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9286 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9287 GL_Color(1, 1, 1, cl.motionbluralpha);
9288 switch(vid.renderpath)
9290 case RENDERPATH_GL11:
9291 case RENDERPATH_GL13:
9292 case RENDERPATH_GL20:
9293 case RENDERPATH_CGGL:
9294 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9296 case RENDERPATH_D3D9:
9297 case RENDERPATH_D3D10:
9298 case RENDERPATH_D3D11:
9299 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9302 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9303 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9304 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9308 // copy view into the screen texture
9309 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);
9310 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9312 else if (!r_bloomstate.texture_bloom)
9314 // we may still have to do view tint...
9315 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9317 // apply a color tint to the whole view
9318 R_ResetViewRendering2D();
9319 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9320 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9321 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9322 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9323 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9325 break; // no screen processing, no bloom, skip it
9328 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9330 // render simple bloom effect
9331 // copy the screen and shrink it and darken it for the bloom process
9332 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9333 // make the bloom texture
9334 R_Bloom_MakeTexture();
9337 #if _MSC_VER >= 1400
9338 #define sscanf sscanf_s
9340 memset(uservecs, 0, sizeof(uservecs));
9341 if (r_glsl_postprocess_uservec1_enable.integer)
9342 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9343 if (r_glsl_postprocess_uservec2_enable.integer)
9344 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9345 if (r_glsl_postprocess_uservec3_enable.integer)
9346 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9347 if (r_glsl_postprocess_uservec4_enable.integer)
9348 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9350 R_ResetViewRendering2D();
9351 GL_Color(1, 1, 1, 1);
9352 GL_BlendFunc(GL_ONE, GL_ZERO);
9354 switch(vid.renderpath)
9356 case RENDERPATH_GL20:
9357 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9358 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9359 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9360 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9361 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9362 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]);
9363 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9364 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]);
9365 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]);
9366 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]);
9367 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]);
9368 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9369 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9370 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);
9372 case RENDERPATH_CGGL:
9374 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9375 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9376 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9377 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9378 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9379 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
9380 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9381 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
9382 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
9383 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
9384 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
9385 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9386 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9387 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);
9390 case RENDERPATH_D3D9:
9392 // 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...
9393 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9394 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9395 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9396 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9397 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9398 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9399 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9400 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9401 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9402 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9403 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9404 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9405 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9406 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9409 case RENDERPATH_D3D10:
9410 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9412 case RENDERPATH_D3D11:
9413 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9418 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9419 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9421 case RENDERPATH_GL13:
9422 case RENDERPATH_GL11:
9423 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9425 // apply a color tint to the whole view
9426 R_ResetViewRendering2D();
9427 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9428 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9429 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9430 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9431 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9437 matrix4x4_t r_waterscrollmatrix;
9439 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9441 if (r_refdef.fog_density)
9443 r_refdef.fogcolor[0] = r_refdef.fog_red;
9444 r_refdef.fogcolor[1] = r_refdef.fog_green;
9445 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9447 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9448 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9449 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9450 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9454 VectorCopy(r_refdef.fogcolor, fogvec);
9455 // color.rgb *= ContrastBoost * SceneBrightness;
9456 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9457 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9458 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9459 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9464 void R_UpdateVariables(void)
9468 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9470 r_refdef.farclip = r_farclip_base.value;
9471 if (r_refdef.scene.worldmodel)
9472 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9473 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9475 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9476 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9477 r_refdef.polygonfactor = 0;
9478 r_refdef.polygonoffset = 0;
9479 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9480 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9482 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9483 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9484 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
9485 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9486 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9487 if (FAKELIGHT_ENABLED)
9489 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9491 if (r_showsurfaces.integer)
9493 r_refdef.scene.rtworld = false;
9494 r_refdef.scene.rtworldshadows = false;
9495 r_refdef.scene.rtdlight = false;
9496 r_refdef.scene.rtdlightshadows = false;
9497 r_refdef.lightmapintensity = 0;
9500 if (gamemode == GAME_NEHAHRA)
9502 if (gl_fogenable.integer)
9504 r_refdef.oldgl_fogenable = true;
9505 r_refdef.fog_density = gl_fogdensity.value;
9506 r_refdef.fog_red = gl_fogred.value;
9507 r_refdef.fog_green = gl_foggreen.value;
9508 r_refdef.fog_blue = gl_fogblue.value;
9509 r_refdef.fog_alpha = 1;
9510 r_refdef.fog_start = 0;
9511 r_refdef.fog_end = gl_skyclip.value;
9512 r_refdef.fog_height = 1<<30;
9513 r_refdef.fog_fadedepth = 128;
9515 else if (r_refdef.oldgl_fogenable)
9517 r_refdef.oldgl_fogenable = false;
9518 r_refdef.fog_density = 0;
9519 r_refdef.fog_red = 0;
9520 r_refdef.fog_green = 0;
9521 r_refdef.fog_blue = 0;
9522 r_refdef.fog_alpha = 0;
9523 r_refdef.fog_start = 0;
9524 r_refdef.fog_end = 0;
9525 r_refdef.fog_height = 1<<30;
9526 r_refdef.fog_fadedepth = 128;
9530 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9531 r_refdef.fog_start = max(0, r_refdef.fog_start);
9532 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9534 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9536 if (r_refdef.fog_density && r_drawfog.integer)
9538 r_refdef.fogenabled = true;
9539 // this is the point where the fog reaches 0.9986 alpha, which we
9540 // consider a good enough cutoff point for the texture
9541 // (0.9986 * 256 == 255.6)
9542 if (r_fog_exp2.integer)
9543 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9545 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9546 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9547 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9548 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9549 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9550 R_BuildFogHeightTexture();
9551 // fog color was already set
9552 // update the fog texture
9553 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)
9554 R_BuildFogTexture();
9555 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9556 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9559 r_refdef.fogenabled = false;
9561 switch(vid.renderpath)
9563 case RENDERPATH_GL20:
9564 case RENDERPATH_CGGL:
9565 case RENDERPATH_D3D9:
9566 case RENDERPATH_D3D10:
9567 case RENDERPATH_D3D11:
9568 if(v_glslgamma.integer && !vid_gammatables_trivial)
9570 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9572 // build GLSL gamma texture
9573 #define RAMPWIDTH 256
9574 unsigned short ramp[RAMPWIDTH * 3];
9575 unsigned char rampbgr[RAMPWIDTH][4];
9578 r_texture_gammaramps_serial = vid_gammatables_serial;
9580 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9581 for(i = 0; i < RAMPWIDTH; ++i)
9583 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9584 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9585 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9588 if (r_texture_gammaramps)
9590 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9594 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9600 // remove GLSL gamma texture
9603 case RENDERPATH_GL13:
9604 case RENDERPATH_GL11:
9609 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9610 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9616 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9617 if( scenetype != r_currentscenetype ) {
9618 // store the old scenetype
9619 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9620 r_currentscenetype = scenetype;
9621 // move in the new scene
9622 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9631 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9633 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9634 if( scenetype == r_currentscenetype ) {
9635 return &r_refdef.scene;
9637 return &r_scenes_store[ scenetype ];
9646 void R_RenderView(void)
9648 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
9649 if (r_timereport_active)
9650 R_TimeReport("start");
9651 r_textureframe++; // used only by R_GetCurrentTexture
9652 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9654 if(R_CompileShader_CheckStaticParms())
9657 if (!r_drawentities.integer)
9658 r_refdef.scene.numentities = 0;
9660 R_AnimCache_ClearCache();
9661 R_FrameData_NewFrame();
9663 /* adjust for stereo display */
9664 if(R_Stereo_Active())
9666 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
9667 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
9670 if (r_refdef.view.isoverlay)
9672 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9673 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9674 R_TimeReport("depthclear");
9676 r_refdef.view.showdebug = false;
9678 r_waterstate.enabled = false;
9679 r_waterstate.numwaterplanes = 0;
9683 r_refdef.view.matrix = originalmatrix;
9689 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9691 r_refdef.view.matrix = originalmatrix;
9692 return; //Host_Error ("R_RenderView: NULL worldmodel");
9695 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9697 R_RenderView_UpdateViewVectors();
9699 R_Shadow_UpdateWorldLightSelection();
9701 R_Bloom_StartFrame();
9702 R_Water_StartFrame();
9705 if (r_timereport_active)
9706 R_TimeReport("viewsetup");
9708 R_ResetViewRendering3D();
9710 if (r_refdef.view.clear || r_refdef.fogenabled)
9712 R_ClearScreen(r_refdef.fogenabled);
9713 if (r_timereport_active)
9714 R_TimeReport("viewclear");
9716 r_refdef.view.clear = true;
9718 // this produces a bloom texture to be used in R_BlendView() later
9719 if (r_hdr.integer && r_bloomstate.bloomwidth)
9721 R_HDR_RenderBloomTexture();
9722 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9723 r_textureframe++; // used only by R_GetCurrentTexture
9726 r_refdef.view.showdebug = true;
9729 if (r_timereport_active)
9730 R_TimeReport("visibility");
9732 r_waterstate.numwaterplanes = 0;
9733 if (r_waterstate.enabled)
9734 R_RenderWaterPlanes();
9737 r_waterstate.numwaterplanes = 0;
9740 if (r_timereport_active)
9741 R_TimeReport("blendview");
9743 GL_Scissor(0, 0, vid.width, vid.height);
9744 GL_ScissorTest(false);
9746 r_refdef.view.matrix = originalmatrix;
9751 void R_RenderWaterPlanes(void)
9753 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9755 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9756 if (r_timereport_active)
9757 R_TimeReport("waterworld");
9760 // don't let sound skip if going slow
9761 if (r_refdef.scene.extraupdate)
9764 R_DrawModelsAddWaterPlanes();
9765 if (r_timereport_active)
9766 R_TimeReport("watermodels");
9768 if (r_waterstate.numwaterplanes)
9770 R_Water_ProcessPlanes();
9771 if (r_timereport_active)
9772 R_TimeReport("waterscenes");
9776 extern void R_DrawLightningBeams (void);
9777 extern void VM_CL_AddPolygonsToMeshQueue (void);
9778 extern void R_DrawPortals (void);
9779 extern cvar_t cl_locs_show;
9780 static void R_DrawLocs(void);
9781 static void R_DrawEntityBBoxes(void);
9782 static void R_DrawModelDecals(void);
9783 extern void R_DrawModelShadows(void);
9784 extern void R_DrawModelShadowMaps(void);
9785 extern cvar_t cl_decals_newsystem;
9786 extern qboolean r_shadow_usingdeferredprepass;
9787 void R_RenderScene(void)
9789 qboolean shadowmapping = false;
9791 if (r_timereport_active)
9792 R_TimeReport("beginscene");
9794 r_refdef.stats.renders++;
9798 // don't let sound skip if going slow
9799 if (r_refdef.scene.extraupdate)
9802 R_MeshQueue_BeginScene();
9806 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);
9808 if (r_timereport_active)
9809 R_TimeReport("skystartframe");
9811 if (cl.csqc_vidvars.drawworld)
9813 // don't let sound skip if going slow
9814 if (r_refdef.scene.extraupdate)
9817 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9819 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9820 if (r_timereport_active)
9821 R_TimeReport("worldsky");
9824 if (R_DrawBrushModelsSky() && r_timereport_active)
9825 R_TimeReport("bmodelsky");
9827 if (skyrendermasked && skyrenderlater)
9829 // we have to force off the water clipping plane while rendering sky
9833 if (r_timereport_active)
9834 R_TimeReport("sky");
9838 R_AnimCache_CacheVisibleEntities();
9839 if (r_timereport_active)
9840 R_TimeReport("animation");
9842 R_Shadow_PrepareLights();
9843 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9844 R_Shadow_PrepareModelShadows();
9845 if (r_timereport_active)
9846 R_TimeReport("preparelights");
9848 if (R_Shadow_ShadowMappingEnabled())
9849 shadowmapping = true;
9851 if (r_shadow_usingdeferredprepass)
9852 R_Shadow_DrawPrepass();
9854 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9856 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9857 if (r_timereport_active)
9858 R_TimeReport("worlddepth");
9860 if (r_depthfirst.integer >= 2)
9862 R_DrawModelsDepth();
9863 if (r_timereport_active)
9864 R_TimeReport("modeldepth");
9867 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9869 R_DrawModelShadowMaps();
9870 R_ResetViewRendering3D();
9871 // don't let sound skip if going slow
9872 if (r_refdef.scene.extraupdate)
9876 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9878 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9879 if (r_timereport_active)
9880 R_TimeReport("world");
9883 // don't let sound skip if going slow
9884 if (r_refdef.scene.extraupdate)
9888 if (r_timereport_active)
9889 R_TimeReport("models");
9891 // don't let sound skip if going slow
9892 if (r_refdef.scene.extraupdate)
9895 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9897 R_DrawModelShadows();
9898 R_ResetViewRendering3D();
9899 // don't let sound skip if going slow
9900 if (r_refdef.scene.extraupdate)
9904 if (!r_shadow_usingdeferredprepass)
9906 R_Shadow_DrawLights();
9907 if (r_timereport_active)
9908 R_TimeReport("rtlights");
9911 // don't let sound skip if going slow
9912 if (r_refdef.scene.extraupdate)
9915 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9917 R_DrawModelShadows();
9918 R_ResetViewRendering3D();
9919 // don't let sound skip if going slow
9920 if (r_refdef.scene.extraupdate)
9924 if (cl.csqc_vidvars.drawworld)
9926 if (cl_decals_newsystem.integer)
9928 R_DrawModelDecals();
9929 if (r_timereport_active)
9930 R_TimeReport("modeldecals");
9935 if (r_timereport_active)
9936 R_TimeReport("decals");
9940 if (r_timereport_active)
9941 R_TimeReport("particles");
9944 if (r_timereport_active)
9945 R_TimeReport("explosions");
9947 R_DrawLightningBeams();
9948 if (r_timereport_active)
9949 R_TimeReport("lightning");
9952 VM_CL_AddPolygonsToMeshQueue();
9954 if (r_refdef.view.showdebug)
9956 if (cl_locs_show.integer)
9959 if (r_timereport_active)
9960 R_TimeReport("showlocs");
9963 if (r_drawportals.integer)
9966 if (r_timereport_active)
9967 R_TimeReport("portals");
9970 if (r_showbboxes.value > 0)
9972 R_DrawEntityBBoxes();
9973 if (r_timereport_active)
9974 R_TimeReport("bboxes");
9978 R_MeshQueue_RenderTransparent();
9979 if (r_timereport_active)
9980 R_TimeReport("drawtrans");
9982 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))
9984 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9985 if (r_timereport_active)
9986 R_TimeReport("worlddebug");
9987 R_DrawModelsDebug();
9988 if (r_timereport_active)
9989 R_TimeReport("modeldebug");
9992 if (cl.csqc_vidvars.drawworld)
9994 R_Shadow_DrawCoronas();
9995 if (r_timereport_active)
9996 R_TimeReport("coronas");
10001 GL_DepthTest(false);
10002 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10003 GL_Color(1, 1, 1, 1);
10004 qglBegin(GL_POLYGON);
10005 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
10006 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
10007 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
10008 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
10010 qglBegin(GL_POLYGON);
10011 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]);
10012 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]);
10013 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]);
10014 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]);
10016 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10020 // don't let sound skip if going slow
10021 if (r_refdef.scene.extraupdate)
10024 R_ResetViewRendering2D();
10027 static const unsigned short bboxelements[36] =
10037 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10040 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10042 RSurf_ActiveWorldEntity();
10044 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10045 GL_DepthMask(false);
10046 GL_DepthRange(0, 1);
10047 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10048 // R_Mesh_ResetTextureState();
10050 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10051 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10052 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10053 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10054 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10055 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10056 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10057 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10058 R_FillColors(color4f, 8, cr, cg, cb, ca);
10059 if (r_refdef.fogenabled)
10061 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10063 f1 = RSurf_FogVertex(v);
10065 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10066 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10067 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10070 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10071 R_Mesh_ResetTextureState();
10072 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10073 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10076 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10080 prvm_edict_t *edict;
10081 prvm_prog_t *prog_save = prog;
10083 // this function draws bounding boxes of server entities
10087 GL_CullFace(GL_NONE);
10088 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10092 for (i = 0;i < numsurfaces;i++)
10094 edict = PRVM_EDICT_NUM(surfacelist[i]);
10095 switch ((int)edict->fields.server->solid)
10097 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10098 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10099 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10100 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10101 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10102 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10104 color[3] *= r_showbboxes.value;
10105 color[3] = bound(0, color[3], 1);
10106 GL_DepthTest(!r_showdisabledepthtest.integer);
10107 GL_CullFace(r_refdef.view.cullface_front);
10108 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10114 static void R_DrawEntityBBoxes(void)
10117 prvm_edict_t *edict;
10119 prvm_prog_t *prog_save = prog;
10121 // this function draws bounding boxes of server entities
10127 for (i = 0;i < prog->num_edicts;i++)
10129 edict = PRVM_EDICT_NUM(i);
10130 if (edict->priv.server->free)
10132 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10133 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10135 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10137 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10138 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10144 static const int nomodelelement3i[24] =
10156 static const unsigned short nomodelelement3s[24] =
10168 static const float nomodelvertex3f[6*3] =
10178 static const float nomodelcolor4f[6*4] =
10180 0.0f, 0.0f, 0.5f, 1.0f,
10181 0.0f, 0.0f, 0.5f, 1.0f,
10182 0.0f, 0.5f, 0.0f, 1.0f,
10183 0.0f, 0.5f, 0.0f, 1.0f,
10184 0.5f, 0.0f, 0.0f, 1.0f,
10185 0.5f, 0.0f, 0.0f, 1.0f
10188 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10192 float color4f[6*4];
10194 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);
10196 // this is only called once per entity so numsurfaces is always 1, and
10197 // surfacelist is always {0}, so this code does not handle batches
10199 if (rsurface.ent_flags & RENDER_ADDITIVE)
10201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10202 GL_DepthMask(false);
10204 else if (rsurface.colormod[3] < 1)
10206 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10207 GL_DepthMask(false);
10211 GL_BlendFunc(GL_ONE, GL_ZERO);
10212 GL_DepthMask(true);
10214 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10215 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10216 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10217 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10218 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10219 for (i = 0, c = color4f;i < 6;i++, c += 4)
10221 c[0] *= rsurface.colormod[0];
10222 c[1] *= rsurface.colormod[1];
10223 c[2] *= rsurface.colormod[2];
10224 c[3] *= rsurface.colormod[3];
10226 if (r_refdef.fogenabled)
10228 for (i = 0, c = color4f;i < 6;i++, c += 4)
10230 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10232 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10233 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10234 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10237 // R_Mesh_ResetTextureState();
10238 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10239 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10240 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10243 void R_DrawNoModel(entity_render_t *ent)
10246 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10247 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10248 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10250 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10253 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10255 vec3_t right1, right2, diff, normal;
10257 VectorSubtract (org2, org1, normal);
10259 // calculate 'right' vector for start
10260 VectorSubtract (r_refdef.view.origin, org1, diff);
10261 CrossProduct (normal, diff, right1);
10262 VectorNormalize (right1);
10264 // calculate 'right' vector for end
10265 VectorSubtract (r_refdef.view.origin, org2, diff);
10266 CrossProduct (normal, diff, right2);
10267 VectorNormalize (right2);
10269 vert[ 0] = org1[0] + width * right1[0];
10270 vert[ 1] = org1[1] + width * right1[1];
10271 vert[ 2] = org1[2] + width * right1[2];
10272 vert[ 3] = org1[0] - width * right1[0];
10273 vert[ 4] = org1[1] - width * right1[1];
10274 vert[ 5] = org1[2] - width * right1[2];
10275 vert[ 6] = org2[0] - width * right2[0];
10276 vert[ 7] = org2[1] - width * right2[1];
10277 vert[ 8] = org2[2] - width * right2[2];
10278 vert[ 9] = org2[0] + width * right2[0];
10279 vert[10] = org2[1] + width * right2[1];
10280 vert[11] = org2[2] + width * right2[2];
10283 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)
10285 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10286 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10287 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10288 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10289 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10290 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10291 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10292 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10293 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10294 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10295 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10296 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10299 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10304 VectorSet(v, x, y, z);
10305 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10306 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10308 if (i == mesh->numvertices)
10310 if (mesh->numvertices < mesh->maxvertices)
10312 VectorCopy(v, vertex3f);
10313 mesh->numvertices++;
10315 return mesh->numvertices;
10321 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10324 int *e, element[3];
10325 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10326 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10327 e = mesh->element3i + mesh->numtriangles * 3;
10328 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10330 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10331 if (mesh->numtriangles < mesh->maxtriangles)
10336 mesh->numtriangles++;
10338 element[1] = element[2];
10342 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10345 int *e, element[3];
10346 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10347 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10348 e = mesh->element3i + mesh->numtriangles * 3;
10349 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10351 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10352 if (mesh->numtriangles < mesh->maxtriangles)
10357 mesh->numtriangles++;
10359 element[1] = element[2];
10363 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10364 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10366 int planenum, planenum2;
10369 mplane_t *plane, *plane2;
10371 double temppoints[2][256*3];
10372 // figure out how large a bounding box we need to properly compute this brush
10374 for (w = 0;w < numplanes;w++)
10375 maxdist = max(maxdist, fabs(planes[w].dist));
10376 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10377 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10378 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10382 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10383 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10385 if (planenum2 == planenum)
10387 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);
10390 if (tempnumpoints < 3)
10392 // generate elements forming a triangle fan for this polygon
10393 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10397 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)
10399 texturelayer_t *layer;
10400 layer = t->currentlayers + t->currentnumlayers++;
10401 layer->type = type;
10402 layer->depthmask = depthmask;
10403 layer->blendfunc1 = blendfunc1;
10404 layer->blendfunc2 = blendfunc2;
10405 layer->texture = texture;
10406 layer->texmatrix = *matrix;
10407 layer->color[0] = r;
10408 layer->color[1] = g;
10409 layer->color[2] = b;
10410 layer->color[3] = a;
10413 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10415 if(parms[0] == 0 && parms[1] == 0)
10417 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10418 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10423 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10426 index = parms[2] + r_refdef.scene.time * parms[3];
10427 index -= floor(index);
10428 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10431 case Q3WAVEFUNC_NONE:
10432 case Q3WAVEFUNC_NOISE:
10433 case Q3WAVEFUNC_COUNT:
10436 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10437 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10438 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10439 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10440 case Q3WAVEFUNC_TRIANGLE:
10442 f = index - floor(index);
10445 else if (index < 2)
10447 else if (index < 3)
10453 f = parms[0] + parms[1] * f;
10454 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10455 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10459 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10464 matrix4x4_t matrix, temp;
10465 switch(tcmod->tcmod)
10467 case Q3TCMOD_COUNT:
10469 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10470 matrix = r_waterscrollmatrix;
10472 matrix = identitymatrix;
10474 case Q3TCMOD_ENTITYTRANSLATE:
10475 // this is used in Q3 to allow the gamecode to control texcoord
10476 // scrolling on the entity, which is not supported in darkplaces yet.
10477 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10479 case Q3TCMOD_ROTATE:
10480 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10481 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10482 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10484 case Q3TCMOD_SCALE:
10485 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10487 case Q3TCMOD_SCROLL:
10488 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10490 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10491 w = (int) tcmod->parms[0];
10492 h = (int) tcmod->parms[1];
10493 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10495 idx = (int) floor(f * w * h);
10496 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10498 case Q3TCMOD_STRETCH:
10499 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10500 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10502 case Q3TCMOD_TRANSFORM:
10503 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10504 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10505 VectorSet(tcmat + 6, 0 , 0 , 1);
10506 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10507 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10509 case Q3TCMOD_TURBULENT:
10510 // this is handled in the RSurf_PrepareVertices function
10511 matrix = identitymatrix;
10515 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10518 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10520 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10521 char name[MAX_QPATH];
10522 skinframe_t *skinframe;
10523 unsigned char pixels[296*194];
10524 strlcpy(cache->name, skinname, sizeof(cache->name));
10525 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10526 if (developer_loading.integer)
10527 Con_Printf("loading %s\n", name);
10528 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10529 if (!skinframe || !skinframe->base)
10532 fs_offset_t filesize;
10534 f = FS_LoadFile(name, tempmempool, true, &filesize);
10537 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10538 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10542 cache->skinframe = skinframe;
10545 texture_t *R_GetCurrentTexture(texture_t *t)
10548 const entity_render_t *ent = rsurface.entity;
10549 dp_model_t *model = ent->model;
10550 q3shaderinfo_layer_tcmod_t *tcmod;
10552 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10553 return t->currentframe;
10554 t->update_lastrenderframe = r_textureframe;
10555 t->update_lastrenderentity = (void *)ent;
10557 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10558 t->camera_entity = ent->entitynumber;
10560 t->camera_entity = 0;
10562 // switch to an alternate material if this is a q1bsp animated material
10564 texture_t *texture = t;
10565 int s = rsurface.ent_skinnum;
10566 if ((unsigned int)s >= (unsigned int)model->numskins)
10568 if (model->skinscenes)
10570 if (model->skinscenes[s].framecount > 1)
10571 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10573 s = model->skinscenes[s].firstframe;
10576 t = t + s * model->num_surfaces;
10579 // use an alternate animation if the entity's frame is not 0,
10580 // and only if the texture has an alternate animation
10581 if (rsurface.ent_alttextures && t->anim_total[1])
10582 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10584 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10586 texture->currentframe = t;
10589 // update currentskinframe to be a qw skin or animation frame
10590 if (rsurface.ent_qwskin >= 0)
10592 i = rsurface.ent_qwskin;
10593 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10595 r_qwskincache_size = cl.maxclients;
10597 Mem_Free(r_qwskincache);
10598 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10600 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10601 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10602 t->currentskinframe = r_qwskincache[i].skinframe;
10603 if (t->currentskinframe == NULL)
10604 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10606 else if (t->numskinframes >= 2)
10607 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10608 if (t->backgroundnumskinframes >= 2)
10609 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10611 t->currentmaterialflags = t->basematerialflags;
10612 t->currentalpha = rsurface.colormod[3];
10613 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10614 t->currentalpha *= r_wateralpha.value;
10615 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10616 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10617 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10618 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10619 if (!(rsurface.ent_flags & RENDER_LIGHT))
10620 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10621 else if (FAKELIGHT_ENABLED)
10623 // no modellight if using fakelight for the map
10625 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10627 // pick a model lighting mode
10628 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10629 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10631 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10633 if (rsurface.ent_flags & RENDER_ADDITIVE)
10634 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10635 else if (t->currentalpha < 1)
10636 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10637 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10638 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10639 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10640 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10641 if (t->backgroundnumskinframes)
10642 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10643 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10645 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10646 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10649 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10650 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10651 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10653 // there is no tcmod
10654 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10656 t->currenttexmatrix = r_waterscrollmatrix;
10657 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10659 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10661 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10662 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10665 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10666 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10667 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10668 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10670 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10671 if (t->currentskinframe->qpixels)
10672 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10673 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10674 if (!t->basetexture)
10675 t->basetexture = r_texture_notexture;
10676 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10677 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10678 t->nmaptexture = t->currentskinframe->nmap;
10679 if (!t->nmaptexture)
10680 t->nmaptexture = r_texture_blanknormalmap;
10681 t->glosstexture = r_texture_black;
10682 t->glowtexture = t->currentskinframe->glow;
10683 t->fogtexture = t->currentskinframe->fog;
10684 t->reflectmasktexture = t->currentskinframe->reflect;
10685 if (t->backgroundnumskinframes)
10687 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10688 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10689 t->backgroundglosstexture = r_texture_black;
10690 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10691 if (!t->backgroundnmaptexture)
10692 t->backgroundnmaptexture = r_texture_blanknormalmap;
10696 t->backgroundbasetexture = r_texture_white;
10697 t->backgroundnmaptexture = r_texture_blanknormalmap;
10698 t->backgroundglosstexture = r_texture_black;
10699 t->backgroundglowtexture = NULL;
10701 t->specularpower = r_shadow_glossexponent.value;
10702 // TODO: store reference values for these in the texture?
10703 t->specularscale = 0;
10704 if (r_shadow_gloss.integer > 0)
10706 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10708 if (r_shadow_glossintensity.value > 0)
10710 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10711 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10712 t->specularscale = r_shadow_glossintensity.value;
10715 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10717 t->glosstexture = r_texture_white;
10718 t->backgroundglosstexture = r_texture_white;
10719 t->specularscale = r_shadow_gloss2intensity.value;
10720 t->specularpower = r_shadow_gloss2exponent.value;
10723 t->specularscale *= t->specularscalemod;
10724 t->specularpower *= t->specularpowermod;
10726 // lightmaps mode looks bad with dlights using actual texturing, so turn
10727 // off the colormap and glossmap, but leave the normalmap on as it still
10728 // accurately represents the shading involved
10729 if (gl_lightmaps.integer)
10731 t->basetexture = r_texture_grey128;
10732 t->pantstexture = r_texture_black;
10733 t->shirttexture = r_texture_black;
10734 t->nmaptexture = r_texture_blanknormalmap;
10735 t->glosstexture = r_texture_black;
10736 t->glowtexture = NULL;
10737 t->fogtexture = NULL;
10738 t->reflectmasktexture = NULL;
10739 t->backgroundbasetexture = NULL;
10740 t->backgroundnmaptexture = r_texture_blanknormalmap;
10741 t->backgroundglosstexture = r_texture_black;
10742 t->backgroundglowtexture = NULL;
10743 t->specularscale = 0;
10744 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10747 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10748 VectorClear(t->dlightcolor);
10749 t->currentnumlayers = 0;
10750 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10752 int blendfunc1, blendfunc2;
10753 qboolean depthmask;
10754 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10756 blendfunc1 = GL_SRC_ALPHA;
10757 blendfunc2 = GL_ONE;
10759 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10761 blendfunc1 = GL_SRC_ALPHA;
10762 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10764 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10766 blendfunc1 = t->customblendfunc[0];
10767 blendfunc2 = t->customblendfunc[1];
10771 blendfunc1 = GL_ONE;
10772 blendfunc2 = GL_ZERO;
10774 // don't colormod evilblend textures
10775 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10776 VectorSet(t->lightmapcolor, 1, 1, 1);
10777 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10778 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10780 // fullbright is not affected by r_refdef.lightmapintensity
10781 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]);
10782 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10783 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]);
10784 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10785 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]);
10789 vec3_t ambientcolor;
10791 // set the color tint used for lights affecting this surface
10792 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10794 // q3bsp has no lightmap updates, so the lightstylevalue that
10795 // would normally be baked into the lightmap must be
10796 // applied to the color
10797 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10798 if (model->type == mod_brushq3)
10799 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10800 colorscale *= r_refdef.lightmapintensity;
10801 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10802 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10803 // basic lit geometry
10804 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]);
10805 // add pants/shirt if needed
10806 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10807 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]);
10808 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10809 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]);
10810 // now add ambient passes if needed
10811 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10813 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]);
10814 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10815 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]);
10816 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10817 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]);
10820 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10821 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]);
10822 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10824 // if this is opaque use alpha blend which will darken the earlier
10827 // if this is an alpha blended material, all the earlier passes
10828 // were darkened by fog already, so we only need to add the fog
10829 // color ontop through the fog mask texture
10831 // if this is an additive blended material, all the earlier passes
10832 // were darkened by fog already, and we should not add fog color
10833 // (because the background was not darkened, there is no fog color
10834 // that was lost behind it).
10835 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]);
10839 return t->currentframe;
10842 rsurfacestate_t rsurface;
10844 void R_Mesh_ResizeArrays(int newvertices)
10846 unsigned char *base;
10848 if (rsurface.array_size >= newvertices)
10850 if (rsurface.array_base)
10851 Mem_Free(rsurface.array_base);
10852 rsurface.array_size = (newvertices + 1023) & ~1023;
10854 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10855 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10856 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10857 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10858 size += rsurface.array_size * sizeof(float[3]);
10859 size += rsurface.array_size * sizeof(float[3]);
10860 size += rsurface.array_size * sizeof(float[3]);
10861 size += rsurface.array_size * sizeof(float[3]);
10862 size += rsurface.array_size * sizeof(float[3]);
10863 size += rsurface.array_size * sizeof(float[3]);
10864 size += rsurface.array_size * sizeof(float[3]);
10865 size += rsurface.array_size * sizeof(float[3]);
10866 size += rsurface.array_size * sizeof(float[4]);
10867 size += rsurface.array_size * sizeof(float[2]);
10868 size += rsurface.array_size * sizeof(float[2]);
10869 size += rsurface.array_size * sizeof(float[4]);
10870 size += rsurface.array_size * sizeof(int[3]);
10871 size += rsurface.array_size * sizeof(unsigned short[3]);
10872 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10873 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10874 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10875 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10876 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10877 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10878 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10879 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10880 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10881 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10882 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10883 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10884 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10885 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10886 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10887 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10888 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10889 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10890 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10893 void RSurf_ActiveWorldEntity(void)
10896 dp_model_t *model = r_refdef.scene.worldmodel;
10897 //if (rsurface.entity == r_refdef.scene.worldentity)
10899 rsurface.entity = r_refdef.scene.worldentity;
10900 rsurface.skeleton = NULL;
10901 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10902 rsurface.ent_skinnum = 0;
10903 rsurface.ent_qwskin = -1;
10904 rsurface.ent_shadertime = 0;
10905 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10906 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10907 if (rsurface.array_size < newvertices)
10908 R_Mesh_ResizeArrays(newvertices);
10909 rsurface.matrix = identitymatrix;
10910 rsurface.inversematrix = identitymatrix;
10911 rsurface.matrixscale = 1;
10912 rsurface.inversematrixscale = 1;
10913 R_EntityMatrix(&identitymatrix);
10914 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10915 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10916 rsurface.fograngerecip = r_refdef.fograngerecip;
10917 rsurface.fogheightfade = r_refdef.fogheightfade;
10918 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10919 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10920 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10921 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10922 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10923 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10924 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10925 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10926 rsurface.colormod[3] = 1;
10927 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);
10928 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10929 rsurface.frameblend[0].lerp = 1;
10930 rsurface.ent_alttextures = false;
10931 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10932 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10933 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10934 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10935 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10936 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10937 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10938 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10939 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10940 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10941 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10942 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10943 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10944 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10945 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10946 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10947 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10948 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10949 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10950 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10951 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10952 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10953 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10954 rsurface.modelelement3i = model->surfmesh.data_element3i;
10955 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10956 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10957 rsurface.modelelement3s = model->surfmesh.data_element3s;
10958 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10959 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10960 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10961 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10962 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10963 rsurface.modelsurfaces = model->data_surfaces;
10964 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10965 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10966 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10967 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10968 rsurface.modelgeneratedvertex = false;
10969 rsurface.batchgeneratedvertex = false;
10970 rsurface.batchfirstvertex = 0;
10971 rsurface.batchnumvertices = 0;
10972 rsurface.batchfirsttriangle = 0;
10973 rsurface.batchnumtriangles = 0;
10974 rsurface.batchvertex3f = NULL;
10975 rsurface.batchvertex3f_vertexbuffer = NULL;
10976 rsurface.batchvertex3f_bufferoffset = 0;
10977 rsurface.batchsvector3f = NULL;
10978 rsurface.batchsvector3f_vertexbuffer = NULL;
10979 rsurface.batchsvector3f_bufferoffset = 0;
10980 rsurface.batchtvector3f = NULL;
10981 rsurface.batchtvector3f_vertexbuffer = NULL;
10982 rsurface.batchtvector3f_bufferoffset = 0;
10983 rsurface.batchnormal3f = NULL;
10984 rsurface.batchnormal3f_vertexbuffer = NULL;
10985 rsurface.batchnormal3f_bufferoffset = 0;
10986 rsurface.batchlightmapcolor4f = NULL;
10987 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10988 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10989 rsurface.batchtexcoordtexture2f = NULL;
10990 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10991 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10992 rsurface.batchtexcoordlightmap2f = NULL;
10993 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10994 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10995 rsurface.batchvertexmesh = NULL;
10996 rsurface.batchvertexmeshbuffer = NULL;
10997 rsurface.batchvertexposition = NULL;
10998 rsurface.batchvertexpositionbuffer = NULL;
10999 rsurface.batchelement3i = NULL;
11000 rsurface.batchelement3i_indexbuffer = NULL;
11001 rsurface.batchelement3i_bufferoffset = 0;
11002 rsurface.batchelement3s = NULL;
11003 rsurface.batchelement3s_indexbuffer = NULL;
11004 rsurface.batchelement3s_bufferoffset = 0;
11005 rsurface.passcolor4f = NULL;
11006 rsurface.passcolor4f_vertexbuffer = NULL;
11007 rsurface.passcolor4f_bufferoffset = 0;
11010 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
11013 dp_model_t *model = ent->model;
11014 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
11016 rsurface.entity = (entity_render_t *)ent;
11017 rsurface.skeleton = ent->skeleton;
11018 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
11019 rsurface.ent_skinnum = ent->skinnum;
11020 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;
11021 rsurface.ent_shadertime = ent->shadertime;
11022 rsurface.ent_flags = ent->flags;
11023 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11024 if (rsurface.array_size < newvertices)
11025 R_Mesh_ResizeArrays(newvertices);
11026 rsurface.matrix = ent->matrix;
11027 rsurface.inversematrix = ent->inversematrix;
11028 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11029 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11030 R_EntityMatrix(&rsurface.matrix);
11031 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11032 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11033 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11034 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11035 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11036 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11037 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11038 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11039 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11040 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11041 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11042 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11043 rsurface.colormod[3] = ent->alpha;
11044 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11045 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11046 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11047 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11048 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11049 if (ent->model->brush.submodel && !prepass)
11051 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11052 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11054 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11056 if (ent->animcache_vertex3f && !r_framedata_failed)
11058 rsurface.modelvertex3f = ent->animcache_vertex3f;
11059 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11060 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11061 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11062 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11063 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11064 rsurface.modelvertexposition = ent->animcache_vertexposition;
11065 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11067 else if (wanttangents)
11069 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11070 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11071 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11072 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11073 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11074 rsurface.modelvertexmesh = NULL;
11075 rsurface.modelvertexmeshbuffer = NULL;
11076 rsurface.modelvertexposition = NULL;
11077 rsurface.modelvertexpositionbuffer = NULL;
11079 else if (wantnormals)
11081 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11082 rsurface.modelsvector3f = NULL;
11083 rsurface.modeltvector3f = NULL;
11084 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11085 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11086 rsurface.modelvertexmesh = NULL;
11087 rsurface.modelvertexmeshbuffer = NULL;
11088 rsurface.modelvertexposition = NULL;
11089 rsurface.modelvertexpositionbuffer = NULL;
11093 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11094 rsurface.modelsvector3f = NULL;
11095 rsurface.modeltvector3f = NULL;
11096 rsurface.modelnormal3f = NULL;
11097 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11098 rsurface.modelvertexmesh = NULL;
11099 rsurface.modelvertexmeshbuffer = NULL;
11100 rsurface.modelvertexposition = NULL;
11101 rsurface.modelvertexpositionbuffer = NULL;
11103 rsurface.modelvertex3f_vertexbuffer = 0;
11104 rsurface.modelvertex3f_bufferoffset = 0;
11105 rsurface.modelsvector3f_vertexbuffer = 0;
11106 rsurface.modelsvector3f_bufferoffset = 0;
11107 rsurface.modeltvector3f_vertexbuffer = 0;
11108 rsurface.modeltvector3f_bufferoffset = 0;
11109 rsurface.modelnormal3f_vertexbuffer = 0;
11110 rsurface.modelnormal3f_bufferoffset = 0;
11111 rsurface.modelgeneratedvertex = true;
11115 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11116 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11117 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11118 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11119 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11120 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11121 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11122 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11123 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11124 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11125 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11126 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11127 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11128 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11129 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11130 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11131 rsurface.modelgeneratedvertex = false;
11133 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11134 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11135 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11136 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11137 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11138 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11139 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11140 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11141 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11142 rsurface.modelelement3i = model->surfmesh.data_element3i;
11143 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11144 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11145 rsurface.modelelement3s = model->surfmesh.data_element3s;
11146 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11147 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11148 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11149 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11150 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11151 rsurface.modelsurfaces = model->data_surfaces;
11152 rsurface.batchgeneratedvertex = false;
11153 rsurface.batchfirstvertex = 0;
11154 rsurface.batchnumvertices = 0;
11155 rsurface.batchfirsttriangle = 0;
11156 rsurface.batchnumtriangles = 0;
11157 rsurface.batchvertex3f = NULL;
11158 rsurface.batchvertex3f_vertexbuffer = NULL;
11159 rsurface.batchvertex3f_bufferoffset = 0;
11160 rsurface.batchsvector3f = NULL;
11161 rsurface.batchsvector3f_vertexbuffer = NULL;
11162 rsurface.batchsvector3f_bufferoffset = 0;
11163 rsurface.batchtvector3f = NULL;
11164 rsurface.batchtvector3f_vertexbuffer = NULL;
11165 rsurface.batchtvector3f_bufferoffset = 0;
11166 rsurface.batchnormal3f = NULL;
11167 rsurface.batchnormal3f_vertexbuffer = NULL;
11168 rsurface.batchnormal3f_bufferoffset = 0;
11169 rsurface.batchlightmapcolor4f = NULL;
11170 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11171 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11172 rsurface.batchtexcoordtexture2f = NULL;
11173 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11174 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11175 rsurface.batchtexcoordlightmap2f = NULL;
11176 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11177 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11178 rsurface.batchvertexmesh = NULL;
11179 rsurface.batchvertexmeshbuffer = NULL;
11180 rsurface.batchvertexposition = NULL;
11181 rsurface.batchvertexpositionbuffer = NULL;
11182 rsurface.batchelement3i = NULL;
11183 rsurface.batchelement3i_indexbuffer = NULL;
11184 rsurface.batchelement3i_bufferoffset = 0;
11185 rsurface.batchelement3s = NULL;
11186 rsurface.batchelement3s_indexbuffer = NULL;
11187 rsurface.batchelement3s_bufferoffset = 0;
11188 rsurface.passcolor4f = NULL;
11189 rsurface.passcolor4f_vertexbuffer = NULL;
11190 rsurface.passcolor4f_bufferoffset = 0;
11193 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)
11197 rsurface.entity = r_refdef.scene.worldentity;
11198 rsurface.skeleton = NULL;
11199 rsurface.ent_skinnum = 0;
11200 rsurface.ent_qwskin = -1;
11201 rsurface.ent_shadertime = shadertime;
11202 rsurface.ent_flags = entflags;
11203 rsurface.modelnumvertices = numvertices;
11204 rsurface.modelnumtriangles = numtriangles;
11205 newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11206 if (rsurface.array_size < newvertices)
11207 R_Mesh_ResizeArrays(newvertices);
11208 rsurface.matrix = *matrix;
11209 rsurface.inversematrix = *inversematrix;
11210 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11211 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11212 R_EntityMatrix(&rsurface.matrix);
11213 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11214 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11215 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11216 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11217 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11218 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11219 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11220 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11221 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11222 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11223 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11224 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11225 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);
11226 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11227 rsurface.frameblend[0].lerp = 1;
11228 rsurface.ent_alttextures = false;
11229 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11230 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11233 rsurface.modelvertex3f = vertex3f;
11234 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11235 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11236 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11238 else if (wantnormals)
11240 rsurface.modelvertex3f = vertex3f;
11241 rsurface.modelsvector3f = NULL;
11242 rsurface.modeltvector3f = NULL;
11243 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11247 rsurface.modelvertex3f = vertex3f;
11248 rsurface.modelsvector3f = NULL;
11249 rsurface.modeltvector3f = NULL;
11250 rsurface.modelnormal3f = NULL;
11252 rsurface.modelvertexmesh = NULL;
11253 rsurface.modelvertexmeshbuffer = NULL;
11254 rsurface.modelvertexposition = NULL;
11255 rsurface.modelvertexpositionbuffer = NULL;
11256 rsurface.modelvertex3f_vertexbuffer = 0;
11257 rsurface.modelvertex3f_bufferoffset = 0;
11258 rsurface.modelsvector3f_vertexbuffer = 0;
11259 rsurface.modelsvector3f_bufferoffset = 0;
11260 rsurface.modeltvector3f_vertexbuffer = 0;
11261 rsurface.modeltvector3f_bufferoffset = 0;
11262 rsurface.modelnormal3f_vertexbuffer = 0;
11263 rsurface.modelnormal3f_bufferoffset = 0;
11264 rsurface.modelgeneratedvertex = true;
11265 rsurface.modellightmapcolor4f = color4f;
11266 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11267 rsurface.modellightmapcolor4f_bufferoffset = 0;
11268 rsurface.modeltexcoordtexture2f = texcoord2f;
11269 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11270 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11271 rsurface.modeltexcoordlightmap2f = NULL;
11272 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11273 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11274 rsurface.modelelement3i = element3i;
11275 rsurface.modelelement3i_indexbuffer = NULL;
11276 rsurface.modelelement3i_bufferoffset = 0;
11277 rsurface.modelelement3s = element3s;
11278 rsurface.modelelement3s_indexbuffer = NULL;
11279 rsurface.modelelement3s_bufferoffset = 0;
11280 rsurface.modellightmapoffsets = NULL;
11281 rsurface.modelsurfaces = NULL;
11282 rsurface.batchgeneratedvertex = false;
11283 rsurface.batchfirstvertex = 0;
11284 rsurface.batchnumvertices = 0;
11285 rsurface.batchfirsttriangle = 0;
11286 rsurface.batchnumtriangles = 0;
11287 rsurface.batchvertex3f = NULL;
11288 rsurface.batchvertex3f_vertexbuffer = NULL;
11289 rsurface.batchvertex3f_bufferoffset = 0;
11290 rsurface.batchsvector3f = NULL;
11291 rsurface.batchsvector3f_vertexbuffer = NULL;
11292 rsurface.batchsvector3f_bufferoffset = 0;
11293 rsurface.batchtvector3f = NULL;
11294 rsurface.batchtvector3f_vertexbuffer = NULL;
11295 rsurface.batchtvector3f_bufferoffset = 0;
11296 rsurface.batchnormal3f = NULL;
11297 rsurface.batchnormal3f_vertexbuffer = NULL;
11298 rsurface.batchnormal3f_bufferoffset = 0;
11299 rsurface.batchlightmapcolor4f = NULL;
11300 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11301 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11302 rsurface.batchtexcoordtexture2f = NULL;
11303 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11304 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11305 rsurface.batchtexcoordlightmap2f = NULL;
11306 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11307 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11308 rsurface.batchvertexmesh = NULL;
11309 rsurface.batchvertexmeshbuffer = NULL;
11310 rsurface.batchvertexposition = NULL;
11311 rsurface.batchvertexpositionbuffer = NULL;
11312 rsurface.batchelement3i = NULL;
11313 rsurface.batchelement3i_indexbuffer = NULL;
11314 rsurface.batchelement3i_bufferoffset = 0;
11315 rsurface.batchelement3s = NULL;
11316 rsurface.batchelement3s_indexbuffer = NULL;
11317 rsurface.batchelement3s_bufferoffset = 0;
11318 rsurface.passcolor4f = NULL;
11319 rsurface.passcolor4f_vertexbuffer = NULL;
11320 rsurface.passcolor4f_bufferoffset = 0;
11322 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11324 if ((wantnormals || wanttangents) && !normal3f)
11326 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11327 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11329 if (wanttangents && !svector3f)
11331 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);
11332 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11333 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11338 float RSurf_FogPoint(const float *v)
11340 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11341 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11342 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11343 float FogHeightFade = r_refdef.fogheightfade;
11345 unsigned int fogmasktableindex;
11346 if (r_refdef.fogplaneviewabove)
11347 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11349 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11350 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11351 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11354 float RSurf_FogVertex(const float *v)
11356 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11357 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11358 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11359 float FogHeightFade = rsurface.fogheightfade;
11361 unsigned int fogmasktableindex;
11362 if (r_refdef.fogplaneviewabove)
11363 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11365 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11366 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11367 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11370 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11373 for (i = 0;i < numelements;i++)
11374 outelement3i[i] = inelement3i[i] + adjust;
11377 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11378 extern cvar_t gl_vbo;
11379 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11387 int surfacefirsttriangle;
11388 int surfacenumtriangles;
11389 int surfacefirstvertex;
11390 int surfaceendvertex;
11391 int surfacenumvertices;
11395 qboolean dynamicvertex;
11399 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11400 float waveparms[4];
11401 q3shaderinfo_deform_t *deform;
11402 const msurface_t *surface, *firstsurface;
11403 r_vertexposition_t *vertexposition;
11404 r_vertexmesh_t *vertexmesh;
11405 if (!texturenumsurfaces)
11407 // find vertex range of this surface batch
11409 firstsurface = texturesurfacelist[0];
11410 firsttriangle = firstsurface->num_firsttriangle;
11412 firstvertex = endvertex = firstsurface->num_firstvertex;
11413 for (i = 0;i < texturenumsurfaces;i++)
11415 surface = texturesurfacelist[i];
11416 if (surface != firstsurface + i)
11418 surfacefirstvertex = surface->num_firstvertex;
11419 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11420 surfacenumtriangles = surface->num_triangles;
11421 if (firstvertex > surfacefirstvertex)
11422 firstvertex = surfacefirstvertex;
11423 if (endvertex < surfaceendvertex)
11424 endvertex = surfaceendvertex;
11425 numtriangles += surfacenumtriangles;
11428 // we now know the vertex range used, and if there are any gaps in it
11429 rsurface.batchfirstvertex = firstvertex;
11430 rsurface.batchnumvertices = endvertex - firstvertex;
11431 rsurface.batchfirsttriangle = firsttriangle;
11432 rsurface.batchnumtriangles = numtriangles;
11434 // this variable holds flags for which properties have been updated that
11435 // may require regenerating vertexmesh or vertexposition arrays...
11438 // check if any dynamic vertex processing must occur
11439 dynamicvertex = false;
11441 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11442 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11443 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11445 switch (deform->deform)
11448 case Q3DEFORM_PROJECTIONSHADOW:
11449 case Q3DEFORM_TEXT0:
11450 case Q3DEFORM_TEXT1:
11451 case Q3DEFORM_TEXT2:
11452 case Q3DEFORM_TEXT3:
11453 case Q3DEFORM_TEXT4:
11454 case Q3DEFORM_TEXT5:
11455 case Q3DEFORM_TEXT6:
11456 case Q3DEFORM_TEXT7:
11457 case Q3DEFORM_NONE:
11459 case Q3DEFORM_AUTOSPRITE:
11460 dynamicvertex = true;
11461 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11462 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11464 case Q3DEFORM_AUTOSPRITE2:
11465 dynamicvertex = true;
11466 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11467 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11469 case Q3DEFORM_NORMAL:
11470 dynamicvertex = true;
11471 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11472 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11474 case Q3DEFORM_WAVE:
11475 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11476 break; // if wavefunc is a nop, ignore this transform
11477 dynamicvertex = true;
11478 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11479 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11481 case Q3DEFORM_BULGE:
11482 dynamicvertex = true;
11483 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11484 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11486 case Q3DEFORM_MOVE:
11487 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11488 break; // if wavefunc is a nop, ignore this transform
11489 dynamicvertex = true;
11490 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11491 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11495 switch(rsurface.texture->tcgen.tcgen)
11498 case Q3TCGEN_TEXTURE:
11500 case Q3TCGEN_LIGHTMAP:
11501 dynamicvertex = true;
11502 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11503 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11505 case Q3TCGEN_VECTOR:
11506 dynamicvertex = true;
11507 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11508 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11510 case Q3TCGEN_ENVIRONMENT:
11511 dynamicvertex = true;
11512 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11513 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11516 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11518 dynamicvertex = true;
11519 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11520 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11523 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11525 dynamicvertex = true;
11526 batchneed |= BATCHNEED_NOGAPS;
11527 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11530 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11532 dynamicvertex = true;
11533 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11534 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11537 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11539 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11540 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11541 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11542 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11543 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11544 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11545 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11548 // when the model data has no vertex buffer (dynamic mesh), we need to
11550 if (!rsurface.modelvertexmeshbuffer)
11551 batchneed |= BATCHNEED_NOGAPS;
11553 // if needsupdate, we have to do a dynamic vertex batch for sure
11554 if (needsupdate & batchneed)
11555 dynamicvertex = true;
11557 // see if we need to build vertexmesh from arrays
11558 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11559 dynamicvertex = true;
11561 // see if we need to build vertexposition from arrays
11562 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11563 dynamicvertex = true;
11565 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11566 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11567 dynamicvertex = true;
11569 // if there is a chance of animated vertex colors, it's a dynamic batch
11570 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11571 dynamicvertex = true;
11573 rsurface.batchvertex3f = rsurface.modelvertex3f;
11574 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11575 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11576 rsurface.batchsvector3f = rsurface.modelsvector3f;
11577 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11578 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11579 rsurface.batchtvector3f = rsurface.modeltvector3f;
11580 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11581 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11582 rsurface.batchnormal3f = rsurface.modelnormal3f;
11583 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11584 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11585 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11586 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11587 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11588 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11589 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11590 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11591 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11592 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11593 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11594 rsurface.batchvertexposition = rsurface.modelvertexposition;
11595 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11596 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11597 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11598 rsurface.batchelement3i = rsurface.modelelement3i;
11599 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11600 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11601 rsurface.batchelement3s = rsurface.modelelement3s;
11602 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11603 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11605 // if any dynamic vertex processing has to occur in software, we copy the
11606 // entire surface list together before processing to rebase the vertices
11607 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11609 // if any gaps exist and we do not have a static vertex buffer, we have to
11610 // copy the surface list together to avoid wasting upload bandwidth on the
11611 // vertices in the gaps.
11613 // if gaps exist and we have a static vertex buffer, we still have to
11614 // combine the index buffer ranges into one dynamic index buffer.
11616 // in all cases we end up with data that can be drawn in one call.
11618 if (!dynamicvertex)
11620 // static vertex data, just set pointers...
11621 rsurface.batchgeneratedvertex = false;
11622 // if there are gaps, we want to build a combined index buffer,
11623 // otherwise use the original static buffer with an appropriate offset
11628 for (i = 0;i < texturenumsurfaces;i++)
11630 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11631 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11632 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11633 numtriangles += surfacenumtriangles;
11635 rsurface.batchelement3i = rsurface.array_batchelement3i;
11636 rsurface.batchelement3i_indexbuffer = NULL;
11637 rsurface.batchelement3i_bufferoffset = 0;
11638 rsurface.batchelement3s = NULL;
11639 rsurface.batchelement3s_indexbuffer = NULL;
11640 rsurface.batchelement3s_bufferoffset = 0;
11641 if (endvertex <= 65536)
11643 rsurface.batchelement3s = rsurface.array_batchelement3s;
11644 for (i = 0;i < numtriangles*3;i++)
11645 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11647 rsurface.batchfirsttriangle = firsttriangle;
11648 rsurface.batchnumtriangles = numtriangles;
11653 // something needs software processing, do it for real...
11654 // we only directly handle interleaved array data in this case...
11655 rsurface.batchgeneratedvertex = true;
11657 // now copy the vertex data into a combined array and make an index array
11658 // (this is what Quake3 does all the time)
11659 //if (gaps || rsurface.batchfirstvertex)
11661 rsurface.batchvertexposition = NULL;
11662 rsurface.batchvertexpositionbuffer = NULL;
11663 rsurface.batchvertexmesh = NULL;
11664 rsurface.batchvertexmeshbuffer = NULL;
11665 rsurface.batchvertex3f = NULL;
11666 rsurface.batchvertex3f_vertexbuffer = NULL;
11667 rsurface.batchvertex3f_bufferoffset = 0;
11668 rsurface.batchsvector3f = NULL;
11669 rsurface.batchsvector3f_vertexbuffer = NULL;
11670 rsurface.batchsvector3f_bufferoffset = 0;
11671 rsurface.batchtvector3f = NULL;
11672 rsurface.batchtvector3f_vertexbuffer = NULL;
11673 rsurface.batchtvector3f_bufferoffset = 0;
11674 rsurface.batchnormal3f = NULL;
11675 rsurface.batchnormal3f_vertexbuffer = NULL;
11676 rsurface.batchnormal3f_bufferoffset = 0;
11677 rsurface.batchlightmapcolor4f = NULL;
11678 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11679 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11680 rsurface.batchtexcoordtexture2f = NULL;
11681 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11682 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11683 rsurface.batchtexcoordlightmap2f = NULL;
11684 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11685 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11686 rsurface.batchelement3i = rsurface.array_batchelement3i;
11687 rsurface.batchelement3i_indexbuffer = NULL;
11688 rsurface.batchelement3i_bufferoffset = 0;
11689 rsurface.batchelement3s = NULL;
11690 rsurface.batchelement3s_indexbuffer = NULL;
11691 rsurface.batchelement3s_bufferoffset = 0;
11692 // we'll only be setting up certain arrays as needed
11693 if (batchneed & BATCHNEED_VERTEXPOSITION)
11694 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11695 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11696 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11697 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11698 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11699 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11700 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11701 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11703 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11704 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11706 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11707 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11708 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11709 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11710 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11711 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11714 for (i = 0;i < texturenumsurfaces;i++)
11716 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11717 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11718 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11719 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11720 // copy only the data requested
11721 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11722 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11723 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11724 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11725 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11727 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11728 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11729 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11730 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11731 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11733 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11734 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11736 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11737 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11738 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11739 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11740 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11741 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11743 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11744 numvertices += surfacenumvertices;
11745 numtriangles += surfacenumtriangles;
11748 // generate a 16bit index array as well if possible
11749 // (in general, dynamic batches fit)
11750 if (numvertices <= 65536)
11752 rsurface.batchelement3s = rsurface.array_batchelement3s;
11753 for (i = 0;i < numtriangles*3;i++)
11754 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11757 // since we've copied everything, the batch now starts at 0
11758 rsurface.batchfirstvertex = 0;
11759 rsurface.batchnumvertices = numvertices;
11760 rsurface.batchfirsttriangle = 0;
11761 rsurface.batchnumtriangles = numtriangles;
11764 // q1bsp surfaces rendered in vertex color mode have to have colors
11765 // calculated based on lightstyles
11766 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11768 // generate color arrays for the surfaces in this list
11772 const int *offsets;
11773 const unsigned char *lm;
11775 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11776 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11777 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11778 for (i = 0;i < texturenumsurfaces;i++)
11780 surface = texturesurfacelist[i];
11781 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11782 surfacenumvertices = surface->num_vertices;
11783 if (surface->lightmapinfo->samples)
11785 for (j = 0;j < surfacenumvertices;j++)
11787 lm = surface->lightmapinfo->samples + offsets[j];
11788 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11789 VectorScale(lm, scale, c);
11790 if (surface->lightmapinfo->styles[1] != 255)
11792 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11794 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11795 VectorMA(c, scale, lm, c);
11796 if (surface->lightmapinfo->styles[2] != 255)
11799 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11800 VectorMA(c, scale, lm, c);
11801 if (surface->lightmapinfo->styles[3] != 255)
11804 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11805 VectorMA(c, scale, lm, c);
11812 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);
11818 for (j = 0;j < surfacenumvertices;j++)
11820 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11827 // if vertices are deformed (sprite flares and things in maps, possibly
11828 // water waves, bulges and other deformations), modify the copied vertices
11830 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11832 switch (deform->deform)
11835 case Q3DEFORM_PROJECTIONSHADOW:
11836 case Q3DEFORM_TEXT0:
11837 case Q3DEFORM_TEXT1:
11838 case Q3DEFORM_TEXT2:
11839 case Q3DEFORM_TEXT3:
11840 case Q3DEFORM_TEXT4:
11841 case Q3DEFORM_TEXT5:
11842 case Q3DEFORM_TEXT6:
11843 case Q3DEFORM_TEXT7:
11844 case Q3DEFORM_NONE:
11846 case Q3DEFORM_AUTOSPRITE:
11847 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11848 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11849 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11850 VectorNormalize(newforward);
11851 VectorNormalize(newright);
11852 VectorNormalize(newup);
11853 // a single autosprite surface can contain multiple sprites...
11854 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11856 VectorClear(center);
11857 for (i = 0;i < 4;i++)
11858 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11859 VectorScale(center, 0.25f, center);
11860 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11861 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11862 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11863 for (i = 0;i < 4;i++)
11865 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11866 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11869 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11870 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11871 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, r_smoothnormals_areaweighting.integer != 0);
11872 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11873 rsurface.batchvertex3f_vertexbuffer = NULL;
11874 rsurface.batchvertex3f_bufferoffset = 0;
11875 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11876 rsurface.batchsvector3f_vertexbuffer = NULL;
11877 rsurface.batchsvector3f_bufferoffset = 0;
11878 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11879 rsurface.batchtvector3f_vertexbuffer = NULL;
11880 rsurface.batchtvector3f_bufferoffset = 0;
11881 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11882 rsurface.batchnormal3f_vertexbuffer = NULL;
11883 rsurface.batchnormal3f_bufferoffset = 0;
11885 case Q3DEFORM_AUTOSPRITE2:
11886 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11887 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11888 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11889 VectorNormalize(newforward);
11890 VectorNormalize(newright);
11891 VectorNormalize(newup);
11893 const float *v1, *v2;
11903 memset(shortest, 0, sizeof(shortest));
11904 // a single autosprite surface can contain multiple sprites...
11905 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11907 VectorClear(center);
11908 for (i = 0;i < 4;i++)
11909 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11910 VectorScale(center, 0.25f, center);
11911 // find the two shortest edges, then use them to define the
11912 // axis vectors for rotating around the central axis
11913 for (i = 0;i < 6;i++)
11915 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11916 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11917 l = VectorDistance2(v1, v2);
11918 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11919 if (v1[2] != v2[2])
11920 l += (1.0f / 1024.0f);
11921 if (shortest[0].length2 > l || i == 0)
11923 shortest[1] = shortest[0];
11924 shortest[0].length2 = l;
11925 shortest[0].v1 = v1;
11926 shortest[0].v2 = v2;
11928 else if (shortest[1].length2 > l || i == 1)
11930 shortest[1].length2 = l;
11931 shortest[1].v1 = v1;
11932 shortest[1].v2 = v2;
11935 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11936 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11937 // this calculates the right vector from the shortest edge
11938 // and the up vector from the edge midpoints
11939 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11940 VectorNormalize(right);
11941 VectorSubtract(end, start, up);
11942 VectorNormalize(up);
11943 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11944 VectorSubtract(rsurface.localvieworigin, center, forward);
11945 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11946 VectorNegate(forward, forward);
11947 VectorReflect(forward, 0, up, forward);
11948 VectorNormalize(forward);
11949 CrossProduct(up, forward, newright);
11950 VectorNormalize(newright);
11951 // rotate the quad around the up axis vector, this is made
11952 // especially easy by the fact we know the quad is flat,
11953 // so we only have to subtract the center position and
11954 // measure distance along the right vector, and then
11955 // multiply that by the newright vector and add back the
11957 // we also need to subtract the old position to undo the
11958 // displacement from the center, which we do with a
11959 // DotProduct, the subtraction/addition of center is also
11960 // optimized into DotProducts here
11961 l = DotProduct(right, center);
11962 for (i = 0;i < 4;i++)
11964 v1 = rsurface.batchvertex3f + 3*(j+i);
11965 f = DotProduct(right, v1) - l;
11966 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11970 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11971 rsurface.batchvertex3f_vertexbuffer = NULL;
11972 rsurface.batchvertex3f_bufferoffset = 0;
11973 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11975 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11976 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11977 rsurface.batchnormal3f_vertexbuffer = NULL;
11978 rsurface.batchnormal3f_bufferoffset = 0;
11980 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11982 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, r_smoothnormals_areaweighting.integer != 0);
11983 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11984 rsurface.batchsvector3f_vertexbuffer = NULL;
11985 rsurface.batchsvector3f_bufferoffset = 0;
11986 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11987 rsurface.batchtvector3f_vertexbuffer = NULL;
11988 rsurface.batchtvector3f_bufferoffset = 0;
11991 case Q3DEFORM_NORMAL:
11992 // deform the normals to make reflections wavey
11993 for (j = 0;j < rsurface.batchnumvertices;j++)
11996 float *normal = rsurface.array_batchnormal3f + 3*j;
11997 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11998 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11999 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]);
12000 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]);
12001 VectorNormalize(normal);
12003 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12004 rsurface.batchnormal3f_vertexbuffer = NULL;
12005 rsurface.batchnormal3f_bufferoffset = 0;
12006 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12008 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, r_smoothnormals_areaweighting.integer != 0);
12009 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12010 rsurface.batchsvector3f_vertexbuffer = NULL;
12011 rsurface.batchsvector3f_bufferoffset = 0;
12012 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12013 rsurface.batchtvector3f_vertexbuffer = NULL;
12014 rsurface.batchtvector3f_bufferoffset = 0;
12017 case Q3DEFORM_WAVE:
12018 // deform vertex array to make wavey water and flags and such
12019 waveparms[0] = deform->waveparms[0];
12020 waveparms[1] = deform->waveparms[1];
12021 waveparms[2] = deform->waveparms[2];
12022 waveparms[3] = deform->waveparms[3];
12023 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12024 break; // if wavefunc is a nop, don't make a dynamic vertex array
12025 // this is how a divisor of vertex influence on deformation
12026 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12027 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12028 for (j = 0;j < rsurface.batchnumvertices;j++)
12030 // if the wavefunc depends on time, evaluate it per-vertex
12033 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12034 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12036 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12038 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12039 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12040 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12041 rsurface.batchvertex3f_vertexbuffer = NULL;
12042 rsurface.batchvertex3f_bufferoffset = 0;
12043 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12044 rsurface.batchnormal3f_vertexbuffer = NULL;
12045 rsurface.batchnormal3f_bufferoffset = 0;
12046 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12048 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, r_smoothnormals_areaweighting.integer != 0);
12049 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12050 rsurface.batchsvector3f_vertexbuffer = NULL;
12051 rsurface.batchsvector3f_bufferoffset = 0;
12052 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12053 rsurface.batchtvector3f_vertexbuffer = NULL;
12054 rsurface.batchtvector3f_bufferoffset = 0;
12057 case Q3DEFORM_BULGE:
12058 // deform vertex array to make the surface have moving bulges
12059 for (j = 0;j < rsurface.batchnumvertices;j++)
12061 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12062 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12064 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12065 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12066 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12067 rsurface.batchvertex3f_vertexbuffer = NULL;
12068 rsurface.batchvertex3f_bufferoffset = 0;
12069 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12070 rsurface.batchnormal3f_vertexbuffer = NULL;
12071 rsurface.batchnormal3f_bufferoffset = 0;
12072 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12074 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, r_smoothnormals_areaweighting.integer != 0);
12075 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12076 rsurface.batchsvector3f_vertexbuffer = NULL;
12077 rsurface.batchsvector3f_bufferoffset = 0;
12078 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12079 rsurface.batchtvector3f_vertexbuffer = NULL;
12080 rsurface.batchtvector3f_bufferoffset = 0;
12083 case Q3DEFORM_MOVE:
12084 // deform vertex array
12085 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12086 break; // if wavefunc is a nop, don't make a dynamic vertex array
12087 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12088 VectorScale(deform->parms, scale, waveparms);
12089 for (j = 0;j < rsurface.batchnumvertices;j++)
12090 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12091 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12092 rsurface.batchvertex3f_vertexbuffer = NULL;
12093 rsurface.batchvertex3f_bufferoffset = 0;
12098 // generate texcoords based on the chosen texcoord source
12099 switch(rsurface.texture->tcgen.tcgen)
12102 case Q3TCGEN_TEXTURE:
12104 case Q3TCGEN_LIGHTMAP:
12105 if (rsurface.batchtexcoordlightmap2f)
12106 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12107 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12108 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12109 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12111 case Q3TCGEN_VECTOR:
12112 for (j = 0;j < rsurface.batchnumvertices;j++)
12114 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12115 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12117 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12118 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12119 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12121 case Q3TCGEN_ENVIRONMENT:
12122 // make environment reflections using a spheremap
12123 for (j = 0;j < rsurface.batchnumvertices;j++)
12125 // identical to Q3A's method, but executed in worldspace so
12126 // carried models can be shiny too
12128 float viewer[3], d, reflected[3], worldreflected[3];
12130 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12131 // VectorNormalize(viewer);
12133 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12135 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12136 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12137 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12138 // note: this is proportinal to viewer, so we can normalize later
12140 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12141 VectorNormalize(worldreflected);
12143 // note: this sphere map only uses world x and z!
12144 // so positive and negative y will LOOK THE SAME.
12145 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12146 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12148 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12149 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12150 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12153 // the only tcmod that needs software vertex processing is turbulent, so
12154 // check for it here and apply the changes if needed
12155 // and we only support that as the first one
12156 // (handling a mixture of turbulent and other tcmods would be problematic
12157 // without punting it entirely to a software path)
12158 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12160 amplitude = rsurface.texture->tcmods[0].parms[1];
12161 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12162 for (j = 0;j < rsurface.batchnumvertices;j++)
12164 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);
12165 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12167 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12168 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12169 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12172 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12174 // convert the modified arrays to vertex structs
12175 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12176 rsurface.batchvertexmeshbuffer = NULL;
12177 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12178 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12179 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12180 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12181 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12182 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12183 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12185 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12187 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12188 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12191 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12192 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12193 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12194 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12195 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12196 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12197 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12198 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12199 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12202 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12204 // convert the modified arrays to vertex structs
12205 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12206 rsurface.batchvertexpositionbuffer = NULL;
12207 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12208 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12210 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12211 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12215 void RSurf_DrawBatch(void)
12217 // sometimes a zero triangle surface (usually a degenerate patch) makes it
12218 // through the pipeline, killing it earlier in the pipeline would have
12219 // per-surface overhead rather than per-batch overhead, so it's best to
12220 // reject it here, before it hits glDraw.
12221 if (rsurface.batchnumtriangles == 0)
12224 // batch debugging code
12225 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12231 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12232 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12235 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12237 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12239 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12240 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
12247 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);
12250 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12252 // pick the closest matching water plane
12253 int planeindex, vertexindex, bestplaneindex = -1;
12257 r_waterstate_waterplane_t *p;
12258 qboolean prepared = false;
12260 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12262 if(p->camera_entity != rsurface.texture->camera_entity)
12267 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12269 if(rsurface.batchnumvertices == 0)
12272 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12274 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12275 d += fabs(PlaneDiff(vert, &p->plane));
12277 if (bestd > d || bestplaneindex < 0)
12280 bestplaneindex = planeindex;
12283 return bestplaneindex;
12284 // NOTE: this MAY return a totally unrelated water plane; we can ignore
12285 // this situation though, as it might be better to render single larger
12286 // batches with useless stuff (backface culled for example) than to
12287 // render multiple smaller batches
12290 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12293 for (i = 0;i < rsurface.batchnumvertices;i++)
12294 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12295 rsurface.passcolor4f = rsurface.array_passcolor4f;
12296 rsurface.passcolor4f_vertexbuffer = 0;
12297 rsurface.passcolor4f_bufferoffset = 0;
12300 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12307 if (rsurface.passcolor4f)
12309 // generate color arrays
12310 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)
12312 f = RSurf_FogVertex(v);
12321 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12323 f = RSurf_FogVertex(v);
12330 rsurface.passcolor4f = rsurface.array_passcolor4f;
12331 rsurface.passcolor4f_vertexbuffer = 0;
12332 rsurface.passcolor4f_bufferoffset = 0;
12335 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12342 if (!rsurface.passcolor4f)
12344 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)
12346 f = RSurf_FogVertex(v);
12347 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12348 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12349 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12352 rsurface.passcolor4f = rsurface.array_passcolor4f;
12353 rsurface.passcolor4f_vertexbuffer = 0;
12354 rsurface.passcolor4f_bufferoffset = 0;
12357 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12362 if (!rsurface.passcolor4f)
12364 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12371 rsurface.passcolor4f = rsurface.array_passcolor4f;
12372 rsurface.passcolor4f_vertexbuffer = 0;
12373 rsurface.passcolor4f_bufferoffset = 0;
12376 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12381 if (!rsurface.passcolor4f)
12383 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12385 c2[0] = c[0] + r_refdef.scene.ambient;
12386 c2[1] = c[1] + r_refdef.scene.ambient;
12387 c2[2] = c[2] + r_refdef.scene.ambient;
12390 rsurface.passcolor4f = rsurface.array_passcolor4f;
12391 rsurface.passcolor4f_vertexbuffer = 0;
12392 rsurface.passcolor4f_bufferoffset = 0;
12395 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12398 rsurface.passcolor4f = NULL;
12399 rsurface.passcolor4f_vertexbuffer = 0;
12400 rsurface.passcolor4f_bufferoffset = 0;
12401 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12402 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12403 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12404 GL_Color(r, g, b, a);
12405 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12409 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12411 // TODO: optimize applyfog && applycolor case
12412 // just apply fog if necessary, and tint the fog color array if necessary
12413 rsurface.passcolor4f = NULL;
12414 rsurface.passcolor4f_vertexbuffer = 0;
12415 rsurface.passcolor4f_bufferoffset = 0;
12416 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12417 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12418 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12419 GL_Color(r, g, b, a);
12423 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12426 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12427 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12428 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12429 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12430 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12431 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12432 GL_Color(r, g, b, a);
12436 static void RSurf_DrawBatch_GL11_ClampColor(void)
12441 if (!rsurface.passcolor4f)
12443 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12445 c2[0] = bound(0.0f, c1[0], 1.0f);
12446 c2[1] = bound(0.0f, c1[1], 1.0f);
12447 c2[2] = bound(0.0f, c1[2], 1.0f);
12448 c2[3] = bound(0.0f, c1[3], 1.0f);
12452 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12462 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)
12464 f = -DotProduct(r_refdef.view.forward, n);
12466 f = f * 0.85 + 0.15; // work around so stuff won't get black
12467 f *= r_refdef.lightmapintensity;
12468 Vector4Set(c, f, f, f, 1);
12471 rsurface.passcolor4f = rsurface.array_passcolor4f;
12472 rsurface.passcolor4f_vertexbuffer = 0;
12473 rsurface.passcolor4f_bufferoffset = 0;
12476 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12478 RSurf_DrawBatch_GL11_ApplyFakeLight();
12479 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12480 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12481 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12482 GL_Color(r, g, b, a);
12486 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12494 vec3_t ambientcolor;
12495 vec3_t diffusecolor;
12499 VectorCopy(rsurface.modellight_lightdir, lightdir);
12500 f = 0.5f * r_refdef.lightmapintensity;
12501 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12502 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12503 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12504 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12505 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12506 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12508 if (VectorLength2(diffusecolor) > 0)
12510 // q3-style directional shading
12511 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)
12513 if ((f = DotProduct(n, lightdir)) > 0)
12514 VectorMA(ambientcolor, f, diffusecolor, c);
12516 VectorCopy(ambientcolor, c);
12523 rsurface.passcolor4f = rsurface.array_passcolor4f;
12524 rsurface.passcolor4f_vertexbuffer = 0;
12525 rsurface.passcolor4f_bufferoffset = 0;
12526 *applycolor = false;
12530 *r = ambientcolor[0];
12531 *g = ambientcolor[1];
12532 *b = ambientcolor[2];
12533 rsurface.passcolor4f = NULL;
12534 rsurface.passcolor4f_vertexbuffer = 0;
12535 rsurface.passcolor4f_bufferoffset = 0;
12539 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12541 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12542 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12543 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12544 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12545 GL_Color(r, g, b, a);
12549 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12555 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12557 f = 1 - RSurf_FogVertex(v);
12565 void RSurf_SetupDepthAndCulling(void)
12567 // submodels are biased to avoid z-fighting with world surfaces that they
12568 // may be exactly overlapping (avoids z-fighting artifacts on certain
12569 // doors and things in Quake maps)
12570 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12571 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12572 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12573 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12576 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12578 // transparent sky would be ridiculous
12579 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12581 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12582 skyrenderlater = true;
12583 RSurf_SetupDepthAndCulling();
12584 GL_DepthMask(true);
12585 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12586 // skymasking on them, and Quake3 never did sky masking (unlike
12587 // software Quake and software Quake2), so disable the sky masking
12588 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12589 // and skymasking also looks very bad when noclipping outside the
12590 // level, so don't use it then either.
12591 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12593 R_Mesh_ResetTextureState();
12594 if (skyrendermasked)
12596 R_SetupShader_DepthOrShadow();
12597 // depth-only (masking)
12598 GL_ColorMask(0,0,0,0);
12599 // just to make sure that braindead drivers don't draw
12600 // anything despite that colormask...
12601 GL_BlendFunc(GL_ZERO, GL_ONE);
12602 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12603 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12607 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12609 GL_BlendFunc(GL_ONE, GL_ZERO);
12610 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12611 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12612 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12615 if (skyrendermasked)
12616 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12618 R_Mesh_ResetTextureState();
12619 GL_Color(1, 1, 1, 1);
12622 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12623 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12624 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12626 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12630 // render screenspace normalmap to texture
12631 GL_DepthMask(true);
12632 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12637 // bind lightmap texture
12639 // water/refraction/reflection/camera surfaces have to be handled specially
12640 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
12642 int start, end, startplaneindex;
12643 for (start = 0;start < texturenumsurfaces;start = end)
12645 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12646 if(startplaneindex < 0)
12648 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
12649 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
12653 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12655 // now that we have a batch using the same planeindex, render it
12656 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
12658 // render water or distortion background
12659 GL_DepthMask(true);
12660 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));
12662 // blend surface on top
12663 GL_DepthMask(false);
12664 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12667 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
12669 // render surface with reflection texture as input
12670 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12671 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));
12678 // render surface batch normally
12679 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12680 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12684 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12686 // OpenGL 1.3 path - anything not completely ancient
12687 qboolean applycolor;
12690 const texturelayer_t *layer;
12691 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);
12692 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12694 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12697 int layertexrgbscale;
12698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12700 if (layerindex == 0)
12701 GL_AlphaTest(true);
12704 GL_AlphaTest(false);
12705 GL_DepthFunc(GL_EQUAL);
12708 GL_DepthMask(layer->depthmask && writedepth);
12709 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12710 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12712 layertexrgbscale = 4;
12713 VectorScale(layer->color, 0.25f, layercolor);
12715 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12717 layertexrgbscale = 2;
12718 VectorScale(layer->color, 0.5f, layercolor);
12722 layertexrgbscale = 1;
12723 VectorScale(layer->color, 1.0f, layercolor);
12725 layercolor[3] = layer->color[3];
12726 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12727 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12728 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12729 switch (layer->type)
12731 case TEXTURELAYERTYPE_LITTEXTURE:
12732 // single-pass lightmapped texture with 2x rgbscale
12733 R_Mesh_TexBind(0, r_texture_white);
12734 R_Mesh_TexMatrix(0, NULL);
12735 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12736 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12737 R_Mesh_TexBind(1, layer->texture);
12738 R_Mesh_TexMatrix(1, &layer->texmatrix);
12739 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12740 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12741 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12742 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12743 else if (FAKELIGHT_ENABLED)
12744 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12745 else if (rsurface.uselightmaptexture)
12746 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12748 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12750 case TEXTURELAYERTYPE_TEXTURE:
12751 // singletexture unlit texture with transparency support
12752 R_Mesh_TexBind(0, layer->texture);
12753 R_Mesh_TexMatrix(0, &layer->texmatrix);
12754 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12755 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12756 R_Mesh_TexBind(1, 0);
12757 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12758 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12760 case TEXTURELAYERTYPE_FOG:
12761 // singletexture fogging
12762 if (layer->texture)
12764 R_Mesh_TexBind(0, layer->texture);
12765 R_Mesh_TexMatrix(0, &layer->texmatrix);
12766 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12767 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12771 R_Mesh_TexBind(0, 0);
12772 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12774 R_Mesh_TexBind(1, 0);
12775 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12776 // generate a color array for the fog pass
12777 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12778 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12782 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12785 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12787 GL_DepthFunc(GL_LEQUAL);
12788 GL_AlphaTest(false);
12792 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12794 // OpenGL 1.1 - crusty old voodoo path
12797 const texturelayer_t *layer;
12798 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);
12799 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12801 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12803 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12805 if (layerindex == 0)
12806 GL_AlphaTest(true);
12809 GL_AlphaTest(false);
12810 GL_DepthFunc(GL_EQUAL);
12813 GL_DepthMask(layer->depthmask && writedepth);
12814 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12815 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12816 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12817 switch (layer->type)
12819 case TEXTURELAYERTYPE_LITTEXTURE:
12820 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12822 // two-pass lit texture with 2x rgbscale
12823 // first the lightmap pass
12824 R_Mesh_TexBind(0, r_texture_white);
12825 R_Mesh_TexMatrix(0, NULL);
12826 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12827 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12828 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12829 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12830 else if (FAKELIGHT_ENABLED)
12831 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12832 else if (rsurface.uselightmaptexture)
12833 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12835 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12836 // then apply the texture to it
12837 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12838 R_Mesh_TexBind(0, layer->texture);
12839 R_Mesh_TexMatrix(0, &layer->texmatrix);
12840 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12841 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12842 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);
12846 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12847 R_Mesh_TexBind(0, layer->texture);
12848 R_Mesh_TexMatrix(0, &layer->texmatrix);
12849 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12850 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12851 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12852 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);
12854 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);
12857 case TEXTURELAYERTYPE_TEXTURE:
12858 // singletexture unlit texture with transparency support
12859 R_Mesh_TexBind(0, layer->texture);
12860 R_Mesh_TexMatrix(0, &layer->texmatrix);
12861 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12862 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12863 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);
12865 case TEXTURELAYERTYPE_FOG:
12866 // singletexture fogging
12867 if (layer->texture)
12869 R_Mesh_TexBind(0, layer->texture);
12870 R_Mesh_TexMatrix(0, &layer->texmatrix);
12871 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12872 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12876 R_Mesh_TexBind(0, 0);
12877 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12879 // generate a color array for the fog pass
12880 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12881 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12885 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12888 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12890 GL_DepthFunc(GL_LEQUAL);
12891 GL_AlphaTest(false);
12895 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12899 r_vertexgeneric_t *batchvertex;
12902 GL_AlphaTest(false);
12903 // R_Mesh_ResetTextureState();
12904 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12906 if(rsurface.texture && rsurface.texture->currentskinframe)
12908 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12909 c[3] *= rsurface.texture->currentalpha;
12919 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12921 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12922 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12923 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12926 // brighten it up (as texture value 127 means "unlit")
12927 c[0] *= 2 * r_refdef.view.colorscale;
12928 c[1] *= 2 * r_refdef.view.colorscale;
12929 c[2] *= 2 * r_refdef.view.colorscale;
12931 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12932 c[3] *= r_wateralpha.value;
12934 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12936 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12937 GL_DepthMask(false);
12939 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12941 GL_BlendFunc(GL_ONE, GL_ONE);
12942 GL_DepthMask(false);
12944 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12946 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12947 GL_DepthMask(false);
12949 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12951 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12952 GL_DepthMask(false);
12956 GL_BlendFunc(GL_ONE, GL_ZERO);
12957 GL_DepthMask(writedepth);
12960 if (r_showsurfaces.integer == 3)
12962 rsurface.passcolor4f = NULL;
12964 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12966 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12968 rsurface.passcolor4f = NULL;
12969 rsurface.passcolor4f_vertexbuffer = 0;
12970 rsurface.passcolor4f_bufferoffset = 0;
12972 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12974 qboolean applycolor = true;
12977 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12979 r_refdef.lightmapintensity = 1;
12980 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12981 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12983 else if (FAKELIGHT_ENABLED)
12985 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12987 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12988 RSurf_DrawBatch_GL11_ApplyFakeLight();
12989 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12993 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12995 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12996 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12997 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
13000 if(!rsurface.passcolor4f)
13001 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
13003 RSurf_DrawBatch_GL11_ApplyAmbient();
13004 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
13005 if(r_refdef.fogenabled)
13006 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
13007 RSurf_DrawBatch_GL11_ClampColor();
13009 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
13010 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13013 else if (!r_refdef.view.showdebug)
13015 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13016 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13017 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13019 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13020 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
13022 R_Mesh_PrepareVertices_Generic_Unlock();
13025 else if (r_showsurfaces.integer == 4)
13027 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13028 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13029 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13031 unsigned char c = vi << 3;
13032 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13033 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
13035 R_Mesh_PrepareVertices_Generic_Unlock();
13038 else if (r_showsurfaces.integer == 2)
13041 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13042 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13043 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13045 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13046 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13047 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13048 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13049 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13050 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13051 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13053 R_Mesh_PrepareVertices_Generic_Unlock();
13054 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13058 int texturesurfaceindex;
13060 const msurface_t *surface;
13061 unsigned char surfacecolor4ub[4];
13062 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13063 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13065 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13067 surface = texturesurfacelist[texturesurfaceindex];
13068 k = (int)(((size_t)surface) / sizeof(msurface_t));
13069 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13070 for (j = 0;j < surface->num_vertices;j++)
13072 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13073 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13077 R_Mesh_PrepareVertices_Generic_Unlock();
13082 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13085 RSurf_SetupDepthAndCulling();
13086 if (r_showsurfaces.integer)
13088 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13091 switch (vid.renderpath)
13093 case RENDERPATH_GL20:
13094 case RENDERPATH_CGGL:
13095 case RENDERPATH_D3D9:
13096 case RENDERPATH_D3D10:
13097 case RENDERPATH_D3D11:
13098 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13100 case RENDERPATH_GL13:
13101 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13103 case RENDERPATH_GL11:
13104 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13110 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13113 RSurf_SetupDepthAndCulling();
13114 if (r_showsurfaces.integer)
13116 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13119 switch (vid.renderpath)
13121 case RENDERPATH_GL20:
13122 case RENDERPATH_CGGL:
13123 case RENDERPATH_D3D9:
13124 case RENDERPATH_D3D10:
13125 case RENDERPATH_D3D11:
13126 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13128 case RENDERPATH_GL13:
13129 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13131 case RENDERPATH_GL11:
13132 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13138 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13141 int texturenumsurfaces, endsurface;
13142 texture_t *texture;
13143 const msurface_t *surface;
13144 #define MAXBATCH_TRANSPARENTSURFACES 256
13145 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13147 // if the model is static it doesn't matter what value we give for
13148 // wantnormals and wanttangents, so this logic uses only rules applicable
13149 // to a model, knowing that they are meaningless otherwise
13150 if (ent == r_refdef.scene.worldentity)
13151 RSurf_ActiveWorldEntity();
13152 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13153 RSurf_ActiveModelEntity(ent, false, false, false);
13156 switch (vid.renderpath)
13158 case RENDERPATH_GL20:
13159 case RENDERPATH_CGGL:
13160 case RENDERPATH_D3D9:
13161 case RENDERPATH_D3D10:
13162 case RENDERPATH_D3D11:
13163 RSurf_ActiveModelEntity(ent, true, true, false);
13165 case RENDERPATH_GL13:
13166 case RENDERPATH_GL11:
13167 RSurf_ActiveModelEntity(ent, true, false, false);
13172 if (r_transparentdepthmasking.integer)
13174 qboolean setup = false;
13175 for (i = 0;i < numsurfaces;i = j)
13178 surface = rsurface.modelsurfaces + surfacelist[i];
13179 texture = surface->texture;
13180 rsurface.texture = R_GetCurrentTexture(texture);
13181 rsurface.lightmaptexture = NULL;
13182 rsurface.deluxemaptexture = NULL;
13183 rsurface.uselightmaptexture = false;
13184 // scan ahead until we find a different texture
13185 endsurface = min(i + 1024, numsurfaces);
13186 texturenumsurfaces = 0;
13187 texturesurfacelist[texturenumsurfaces++] = surface;
13188 for (;j < endsurface;j++)
13190 surface = rsurface.modelsurfaces + surfacelist[j];
13191 if (texture != surface->texture)
13193 texturesurfacelist[texturenumsurfaces++] = surface;
13195 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13197 // render the range of surfaces as depth
13201 GL_ColorMask(0,0,0,0);
13203 GL_DepthTest(true);
13204 GL_BlendFunc(GL_ONE, GL_ZERO);
13205 GL_DepthMask(true);
13206 GL_AlphaTest(false);
13207 // R_Mesh_ResetTextureState();
13208 R_SetupShader_DepthOrShadow();
13210 RSurf_SetupDepthAndCulling();
13211 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13212 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13216 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13219 for (i = 0;i < numsurfaces;i = j)
13222 surface = rsurface.modelsurfaces + surfacelist[i];
13223 texture = surface->texture;
13224 rsurface.texture = R_GetCurrentTexture(texture);
13225 // scan ahead until we find a different texture
13226 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13227 texturenumsurfaces = 0;
13228 texturesurfacelist[texturenumsurfaces++] = surface;
13229 if(FAKELIGHT_ENABLED)
13231 rsurface.lightmaptexture = NULL;
13232 rsurface.deluxemaptexture = NULL;
13233 rsurface.uselightmaptexture = false;
13234 for (;j < endsurface;j++)
13236 surface = rsurface.modelsurfaces + surfacelist[j];
13237 if (texture != surface->texture)
13239 texturesurfacelist[texturenumsurfaces++] = surface;
13244 rsurface.lightmaptexture = surface->lightmaptexture;
13245 rsurface.deluxemaptexture = surface->deluxemaptexture;
13246 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13247 for (;j < endsurface;j++)
13249 surface = rsurface.modelsurfaces + surfacelist[j];
13250 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13252 texturesurfacelist[texturenumsurfaces++] = surface;
13255 // render the range of surfaces
13256 if (ent == r_refdef.scene.worldentity)
13257 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13259 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13261 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13262 GL_AlphaTest(false);
13265 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13267 // transparent surfaces get pushed off into the transparent queue
13268 int surfacelistindex;
13269 const msurface_t *surface;
13270 vec3_t tempcenter, center;
13271 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13273 surface = texturesurfacelist[surfacelistindex];
13274 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13275 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13276 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13277 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13278 if (queueentity->transparent_offset) // transparent offset
13280 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13281 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13282 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13284 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13288 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13290 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13292 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13294 RSurf_SetupDepthAndCulling();
13295 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13296 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13300 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13302 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13305 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13308 if (!rsurface.texture->currentnumlayers)
13310 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13311 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13313 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13315 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13316 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13317 else if (!rsurface.texture->currentnumlayers)
13319 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13321 // in the deferred case, transparent surfaces were queued during prepass
13322 if (!r_shadow_usingdeferredprepass)
13323 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13327 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13328 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13333 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13336 texture_t *texture;
13337 // break the surface list down into batches by texture and use of lightmapping
13338 for (i = 0;i < numsurfaces;i = j)
13341 // texture is the base texture pointer, rsurface.texture is the
13342 // current frame/skin the texture is directing us to use (for example
13343 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13344 // use skin 1 instead)
13345 texture = surfacelist[i]->texture;
13346 rsurface.texture = R_GetCurrentTexture(texture);
13347 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13349 // if this texture is not the kind we want, skip ahead to the next one
13350 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13354 if(FAKELIGHT_ENABLED || depthonly || prepass)
13356 rsurface.lightmaptexture = NULL;
13357 rsurface.deluxemaptexture = NULL;
13358 rsurface.uselightmaptexture = false;
13359 // simply scan ahead until we find a different texture or lightmap state
13360 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13365 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13366 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13367 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13368 // simply scan ahead until we find a different texture or lightmap state
13369 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13372 // render the range of surfaces
13373 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13377 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13381 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13384 if (!rsurface.texture->currentnumlayers)
13386 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13387 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13389 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13391 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13392 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13393 else if (!rsurface.texture->currentnumlayers)
13395 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13397 // in the deferred case, transparent surfaces were queued during prepass
13398 if (!r_shadow_usingdeferredprepass)
13399 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13403 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13404 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13409 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13412 texture_t *texture;
13413 // break the surface list down into batches by texture and use of lightmapping
13414 for (i = 0;i < numsurfaces;i = j)
13417 // texture is the base texture pointer, rsurface.texture is the
13418 // current frame/skin the texture is directing us to use (for example
13419 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13420 // use skin 1 instead)
13421 texture = surfacelist[i]->texture;
13422 rsurface.texture = R_GetCurrentTexture(texture);
13423 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13425 // if this texture is not the kind we want, skip ahead to the next one
13426 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13430 if(FAKELIGHT_ENABLED || depthonly || prepass)
13432 rsurface.lightmaptexture = NULL;
13433 rsurface.deluxemaptexture = NULL;
13434 rsurface.uselightmaptexture = false;
13435 // simply scan ahead until we find a different texture or lightmap state
13436 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13441 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13442 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13443 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13444 // simply scan ahead until we find a different texture or lightmap state
13445 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13448 // render the range of surfaces
13449 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13453 float locboxvertex3f[6*4*3] =
13455 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13456 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13457 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13458 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13459 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13460 1,0,0, 0,0,0, 0,1,0, 1,1,0
13463 unsigned short locboxelements[6*2*3] =
13468 12,13,14, 12,14,15,
13469 16,17,18, 16,18,19,
13473 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13476 cl_locnode_t *loc = (cl_locnode_t *)ent;
13478 float vertex3f[6*4*3];
13480 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13481 GL_DepthMask(false);
13482 GL_DepthRange(0, 1);
13483 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13484 GL_DepthTest(true);
13485 GL_CullFace(GL_NONE);
13486 R_EntityMatrix(&identitymatrix);
13488 // R_Mesh_ResetTextureState();
13490 i = surfacelist[0];
13491 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13492 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13493 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13494 surfacelist[0] < 0 ? 0.5f : 0.125f);
13496 if (VectorCompare(loc->mins, loc->maxs))
13498 VectorSet(size, 2, 2, 2);
13499 VectorMA(loc->mins, -0.5f, size, mins);
13503 VectorCopy(loc->mins, mins);
13504 VectorSubtract(loc->maxs, loc->mins, size);
13507 for (i = 0;i < 6*4*3;)
13508 for (j = 0;j < 3;j++, i++)
13509 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13511 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13512 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13513 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13516 void R_DrawLocs(void)
13519 cl_locnode_t *loc, *nearestloc;
13521 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13522 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13524 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13525 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13529 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13531 if (decalsystem->decals)
13532 Mem_Free(decalsystem->decals);
13533 memset(decalsystem, 0, sizeof(*decalsystem));
13536 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)
13539 tridecal_t *decals;
13542 // expand or initialize the system
13543 if (decalsystem->maxdecals <= decalsystem->numdecals)
13545 decalsystem_t old = *decalsystem;
13546 qboolean useshortelements;
13547 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13548 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13549 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)));
13550 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13551 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13552 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13553 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13554 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13555 if (decalsystem->numdecals)
13556 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13558 Mem_Free(old.decals);
13559 for (i = 0;i < decalsystem->maxdecals*3;i++)
13560 decalsystem->element3i[i] = i;
13561 if (useshortelements)
13562 for (i = 0;i < decalsystem->maxdecals*3;i++)
13563 decalsystem->element3s[i] = i;
13566 // grab a decal and search for another free slot for the next one
13567 decals = decalsystem->decals;
13568 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13569 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13571 decalsystem->freedecal = i;
13572 if (decalsystem->numdecals <= i)
13573 decalsystem->numdecals = i + 1;
13575 // initialize the decal
13577 decal->triangleindex = triangleindex;
13578 decal->surfaceindex = surfaceindex;
13579 decal->decalsequence = decalsequence;
13580 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13581 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13582 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13583 decal->color4ub[0][3] = 255;
13584 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13585 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13586 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13587 decal->color4ub[1][3] = 255;
13588 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13589 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13590 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13591 decal->color4ub[2][3] = 255;
13592 decal->vertex3f[0][0] = v0[0];
13593 decal->vertex3f[0][1] = v0[1];
13594 decal->vertex3f[0][2] = v0[2];
13595 decal->vertex3f[1][0] = v1[0];
13596 decal->vertex3f[1][1] = v1[1];
13597 decal->vertex3f[1][2] = v1[2];
13598 decal->vertex3f[2][0] = v2[0];
13599 decal->vertex3f[2][1] = v2[1];
13600 decal->vertex3f[2][2] = v2[2];
13601 decal->texcoord2f[0][0] = t0[0];
13602 decal->texcoord2f[0][1] = t0[1];
13603 decal->texcoord2f[1][0] = t1[0];
13604 decal->texcoord2f[1][1] = t1[1];
13605 decal->texcoord2f[2][0] = t2[0];
13606 decal->texcoord2f[2][1] = t2[1];
13609 extern cvar_t cl_decals_bias;
13610 extern cvar_t cl_decals_models;
13611 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13612 // baseparms, parms, temps
13613 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)
13618 const float *vertex3f;
13620 float points[2][9][3];
13627 e = rsurface.modelelement3i + 3*triangleindex;
13629 vertex3f = rsurface.modelvertex3f;
13631 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13633 index = 3*e[cornerindex];
13634 VectorCopy(vertex3f + index, v[cornerindex]);
13637 //TriangleNormal(v[0], v[1], v[2], normal);
13638 //if (DotProduct(normal, localnormal) < 0.0f)
13640 // clip by each of the box planes formed from the projection matrix
13641 // if anything survives, we emit the decal
13642 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]);
13645 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]);
13648 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]);
13651 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]);
13654 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]);
13657 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]);
13660 // some part of the triangle survived, so we have to accept it...
13663 // dynamic always uses the original triangle
13665 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13667 index = 3*e[cornerindex];
13668 VectorCopy(vertex3f + index, v[cornerindex]);
13671 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13673 // convert vertex positions to texcoords
13674 Matrix4x4_Transform(projection, v[cornerindex], temp);
13675 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13676 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13677 // calculate distance fade from the projection origin
13678 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13679 f = bound(0.0f, f, 1.0f);
13680 c[cornerindex][0] = r * f;
13681 c[cornerindex][1] = g * f;
13682 c[cornerindex][2] = b * f;
13683 c[cornerindex][3] = 1.0f;
13684 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13687 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);
13689 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13690 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);
13692 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)
13694 matrix4x4_t projection;
13695 decalsystem_t *decalsystem;
13698 const msurface_t *surface;
13699 const msurface_t *surfaces;
13700 const int *surfacelist;
13701 const texture_t *texture;
13703 int numsurfacelist;
13704 int surfacelistindex;
13707 float localorigin[3];
13708 float localnormal[3];
13709 float localmins[3];
13710 float localmaxs[3];
13713 float planes[6][4];
13716 int bih_triangles_count;
13717 int bih_triangles[256];
13718 int bih_surfaces[256];
13720 decalsystem = &ent->decalsystem;
13721 model = ent->model;
13722 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13724 R_DecalSystem_Reset(&ent->decalsystem);
13728 if (!model->brush.data_leafs && !cl_decals_models.integer)
13730 if (decalsystem->model)
13731 R_DecalSystem_Reset(decalsystem);
13735 if (decalsystem->model != model)
13736 R_DecalSystem_Reset(decalsystem);
13737 decalsystem->model = model;
13739 RSurf_ActiveModelEntity(ent, false, false, false);
13741 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13742 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13743 VectorNormalize(localnormal);
13744 localsize = worldsize*rsurface.inversematrixscale;
13745 localmins[0] = localorigin[0] - localsize;
13746 localmins[1] = localorigin[1] - localsize;
13747 localmins[2] = localorigin[2] - localsize;
13748 localmaxs[0] = localorigin[0] + localsize;
13749 localmaxs[1] = localorigin[1] + localsize;
13750 localmaxs[2] = localorigin[2] + localsize;
13752 //VectorCopy(localnormal, planes[4]);
13753 //VectorVectors(planes[4], planes[2], planes[0]);
13754 AnglesFromVectors(angles, localnormal, NULL, false);
13755 AngleVectors(angles, planes[0], planes[2], planes[4]);
13756 VectorNegate(planes[0], planes[1]);
13757 VectorNegate(planes[2], planes[3]);
13758 VectorNegate(planes[4], planes[5]);
13759 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13760 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13761 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13762 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13763 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13764 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13769 matrix4x4_t forwardprojection;
13770 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13771 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13776 float projectionvector[4][3];
13777 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13778 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13779 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13780 projectionvector[0][0] = planes[0][0] * ilocalsize;
13781 projectionvector[0][1] = planes[1][0] * ilocalsize;
13782 projectionvector[0][2] = planes[2][0] * ilocalsize;
13783 projectionvector[1][0] = planes[0][1] * ilocalsize;
13784 projectionvector[1][1] = planes[1][1] * ilocalsize;
13785 projectionvector[1][2] = planes[2][1] * ilocalsize;
13786 projectionvector[2][0] = planes[0][2] * ilocalsize;
13787 projectionvector[2][1] = planes[1][2] * ilocalsize;
13788 projectionvector[2][2] = planes[2][2] * ilocalsize;
13789 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13790 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13791 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13792 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13796 dynamic = model->surfmesh.isanimated;
13797 numsurfacelist = model->nummodelsurfaces;
13798 surfacelist = model->sortedmodelsurfaces;
13799 surfaces = model->data_surfaces;
13802 bih_triangles_count = -1;
13805 if(model->render_bih.numleafs)
13806 bih = &model->render_bih;
13807 else if(model->collision_bih.numleafs)
13808 bih = &model->collision_bih;
13811 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13812 if(bih_triangles_count == 0)
13814 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13816 if(bih_triangles_count > 0)
13818 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13820 surfaceindex = bih_surfaces[triangleindex];
13821 surface = surfaces + surfaceindex;
13822 texture = surface->texture;
13823 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13825 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13827 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13832 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13834 surfaceindex = surfacelist[surfacelistindex];
13835 surface = surfaces + surfaceindex;
13836 // check cull box first because it rejects more than any other check
13837 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13839 // skip transparent surfaces
13840 texture = surface->texture;
13841 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13843 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13845 numtriangles = surface->num_triangles;
13846 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13847 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13852 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13853 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)
13855 int renderentityindex;
13856 float worldmins[3];
13857 float worldmaxs[3];
13858 entity_render_t *ent;
13860 if (!cl_decals_newsystem.integer)
13863 worldmins[0] = worldorigin[0] - worldsize;
13864 worldmins[1] = worldorigin[1] - worldsize;
13865 worldmins[2] = worldorigin[2] - worldsize;
13866 worldmaxs[0] = worldorigin[0] + worldsize;
13867 worldmaxs[1] = worldorigin[1] + worldsize;
13868 worldmaxs[2] = worldorigin[2] + worldsize;
13870 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13872 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13874 ent = r_refdef.scene.entities[renderentityindex];
13875 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13878 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13882 typedef struct r_decalsystem_splatqueue_s
13884 vec3_t worldorigin;
13885 vec3_t worldnormal;
13891 r_decalsystem_splatqueue_t;
13893 int r_decalsystem_numqueued = 0;
13894 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13896 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)
13898 r_decalsystem_splatqueue_t *queue;
13900 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13903 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13904 VectorCopy(worldorigin, queue->worldorigin);
13905 VectorCopy(worldnormal, queue->worldnormal);
13906 Vector4Set(queue->color, r, g, b, a);
13907 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13908 queue->worldsize = worldsize;
13909 queue->decalsequence = cl.decalsequence++;
13912 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13915 r_decalsystem_splatqueue_t *queue;
13917 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13918 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);
13919 r_decalsystem_numqueued = 0;
13922 extern cvar_t cl_decals_max;
13923 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13926 decalsystem_t *decalsystem = &ent->decalsystem;
13933 if (!decalsystem->numdecals)
13936 if (r_showsurfaces.integer)
13939 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13941 R_DecalSystem_Reset(decalsystem);
13945 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13946 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13948 if (decalsystem->lastupdatetime)
13949 frametime = (cl.time - decalsystem->lastupdatetime);
13952 decalsystem->lastupdatetime = cl.time;
13953 decal = decalsystem->decals;
13954 numdecals = decalsystem->numdecals;
13956 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13958 if (decal->color4ub[0][3])
13960 decal->lived += frametime;
13961 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13963 memset(decal, 0, sizeof(*decal));
13964 if (decalsystem->freedecal > i)
13965 decalsystem->freedecal = i;
13969 decal = decalsystem->decals;
13970 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13973 // collapse the array by shuffling the tail decals into the gaps
13976 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13977 decalsystem->freedecal++;
13978 if (decalsystem->freedecal == numdecals)
13980 decal[decalsystem->freedecal] = decal[--numdecals];
13983 decalsystem->numdecals = numdecals;
13985 if (numdecals <= 0)
13987 // if there are no decals left, reset decalsystem
13988 R_DecalSystem_Reset(decalsystem);
13992 extern skinframe_t *decalskinframe;
13993 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13996 decalsystem_t *decalsystem = &ent->decalsystem;
14005 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
14008 numdecals = decalsystem->numdecals;
14012 if (r_showsurfaces.integer)
14015 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
14017 R_DecalSystem_Reset(decalsystem);
14021 // if the model is static it doesn't matter what value we give for
14022 // wantnormals and wanttangents, so this logic uses only rules applicable
14023 // to a model, knowing that they are meaningless otherwise
14024 if (ent == r_refdef.scene.worldentity)
14025 RSurf_ActiveWorldEntity();
14027 RSurf_ActiveModelEntity(ent, false, false, false);
14029 decalsystem->lastupdatetime = cl.time;
14030 decal = decalsystem->decals;
14032 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
14034 // update vertex positions for animated models
14035 v3f = decalsystem->vertex3f;
14036 c4f = decalsystem->color4f;
14037 t2f = decalsystem->texcoord2f;
14038 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
14040 if (!decal->color4ub[0][3])
14043 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14046 // update color values for fading decals
14047 if (decal->lived >= cl_decals_time.value)
14049 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14050 alpha *= (1.0f/255.0f);
14053 alpha = 1.0f/255.0f;
14055 c4f[ 0] = decal->color4ub[0][0] * alpha;
14056 c4f[ 1] = decal->color4ub[0][1] * alpha;
14057 c4f[ 2] = decal->color4ub[0][2] * alpha;
14059 c4f[ 4] = decal->color4ub[1][0] * alpha;
14060 c4f[ 5] = decal->color4ub[1][1] * alpha;
14061 c4f[ 6] = decal->color4ub[1][2] * alpha;
14063 c4f[ 8] = decal->color4ub[2][0] * alpha;
14064 c4f[ 9] = decal->color4ub[2][1] * alpha;
14065 c4f[10] = decal->color4ub[2][2] * alpha;
14068 t2f[0] = decal->texcoord2f[0][0];
14069 t2f[1] = decal->texcoord2f[0][1];
14070 t2f[2] = decal->texcoord2f[1][0];
14071 t2f[3] = decal->texcoord2f[1][1];
14072 t2f[4] = decal->texcoord2f[2][0];
14073 t2f[5] = decal->texcoord2f[2][1];
14075 // update vertex positions for animated models
14076 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14078 e = rsurface.modelelement3i + 3*decal->triangleindex;
14079 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14080 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14081 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14085 VectorCopy(decal->vertex3f[0], v3f);
14086 VectorCopy(decal->vertex3f[1], v3f + 3);
14087 VectorCopy(decal->vertex3f[2], v3f + 6);
14090 if (r_refdef.fogenabled)
14092 alpha = RSurf_FogVertex(v3f);
14093 VectorScale(c4f, alpha, c4f);
14094 alpha = RSurf_FogVertex(v3f + 3);
14095 VectorScale(c4f + 4, alpha, c4f + 4);
14096 alpha = RSurf_FogVertex(v3f + 6);
14097 VectorScale(c4f + 8, alpha, c4f + 8);
14108 r_refdef.stats.drawndecals += numtris;
14110 // now render the decals all at once
14111 // (this assumes they all use one particle font texture!)
14112 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);
14113 // R_Mesh_ResetTextureState();
14114 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14115 GL_DepthMask(false);
14116 GL_DepthRange(0, 1);
14117 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14118 GL_DepthTest(true);
14119 GL_CullFace(GL_NONE);
14120 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14121 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14122 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14126 static void R_DrawModelDecals(void)
14130 // fade faster when there are too many decals
14131 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14132 for (i = 0;i < r_refdef.scene.numentities;i++)
14133 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14135 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14136 for (i = 0;i < r_refdef.scene.numentities;i++)
14137 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14138 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14140 R_DecalSystem_ApplySplatEntitiesQueue();
14142 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14143 for (i = 0;i < r_refdef.scene.numentities;i++)
14144 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14146 r_refdef.stats.totaldecals += numdecals;
14148 if (r_showsurfaces.integer)
14151 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14153 for (i = 0;i < r_refdef.scene.numentities;i++)
14155 if (!r_refdef.viewcache.entityvisible[i])
14157 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14158 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14162 extern cvar_t mod_collision_bih;
14163 void R_DrawDebugModel(void)
14165 entity_render_t *ent = rsurface.entity;
14166 int i, j, k, l, flagsmask;
14167 const msurface_t *surface;
14168 dp_model_t *model = ent->model;
14171 switch(vid.renderpath)
14173 case RENDERPATH_GL11:
14174 case RENDERPATH_GL13:
14175 case RENDERPATH_GL20:
14176 case RENDERPATH_CGGL:
14178 case RENDERPATH_D3D9:
14179 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14181 case RENDERPATH_D3D10:
14182 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14184 case RENDERPATH_D3D11:
14185 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14189 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14191 // R_Mesh_ResetTextureState();
14192 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14193 GL_DepthRange(0, 1);
14194 GL_DepthTest(!r_showdisabledepthtest.integer);
14195 GL_DepthMask(false);
14196 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14198 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14202 qboolean cullbox = ent == r_refdef.scene.worldentity;
14203 const q3mbrush_t *brush;
14204 const bih_t *bih = &model->collision_bih;
14205 const bih_leaf_t *bihleaf;
14206 float vertex3f[3][3];
14207 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14209 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14211 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14213 switch (bihleaf->type)
14216 brush = model->brush.data_brushes + bihleaf->itemindex;
14217 if (brush->colbrushf && brush->colbrushf->numtriangles)
14219 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);
14220 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14221 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14224 case BIH_COLLISIONTRIANGLE:
14225 triangleindex = bihleaf->itemindex;
14226 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14227 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14228 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14229 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);
14230 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14231 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14233 case BIH_RENDERTRIANGLE:
14234 triangleindex = bihleaf->itemindex;
14235 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14236 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14237 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14238 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);
14239 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14240 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14246 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14248 if (r_showtris.integer || (r_shownormals.value != 0))
14250 if (r_showdisabledepthtest.integer)
14252 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14253 GL_DepthMask(false);
14257 GL_BlendFunc(GL_ONE, GL_ZERO);
14258 GL_DepthMask(true);
14260 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14262 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14264 rsurface.texture = R_GetCurrentTexture(surface->texture);
14265 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14267 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14268 if (r_showtris.value > 0)
14270 if (!rsurface.texture->currentlayers->depthmask)
14271 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14272 else if (ent == r_refdef.scene.worldentity)
14273 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14275 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14276 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14277 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14279 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14282 if (r_shownormals.value < 0)
14284 qglBegin(GL_LINES);
14285 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14287 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14288 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14289 qglVertex3f(v[0], v[1], v[2]);
14290 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14291 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14292 qglVertex3f(v[0], v[1], v[2]);
14297 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14299 qglBegin(GL_LINES);
14300 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14302 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14303 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14304 qglVertex3f(v[0], v[1], v[2]);
14305 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14306 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14307 qglVertex3f(v[0], v[1], v[2]);
14311 qglBegin(GL_LINES);
14312 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14314 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14315 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14316 qglVertex3f(v[0], v[1], v[2]);
14317 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14318 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14319 qglVertex3f(v[0], v[1], v[2]);
14323 qglBegin(GL_LINES);
14324 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14326 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14327 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14328 qglVertex3f(v[0], v[1], v[2]);
14329 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14330 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14331 qglVertex3f(v[0], v[1], v[2]);
14338 rsurface.texture = NULL;
14342 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14343 int r_maxsurfacelist = 0;
14344 const msurface_t **r_surfacelist = NULL;
14345 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14347 int i, j, endj, flagsmask;
14348 dp_model_t *model = r_refdef.scene.worldmodel;
14349 msurface_t *surfaces;
14350 unsigned char *update;
14351 int numsurfacelist = 0;
14355 if (r_maxsurfacelist < model->num_surfaces)
14357 r_maxsurfacelist = model->num_surfaces;
14359 Mem_Free((msurface_t**)r_surfacelist);
14360 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14363 RSurf_ActiveWorldEntity();
14365 surfaces = model->data_surfaces;
14366 update = model->brushq1.lightmapupdateflags;
14368 // update light styles on this submodel
14369 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14371 model_brush_lightstyleinfo_t *style;
14372 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14374 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14376 int *list = style->surfacelist;
14377 style->value = r_refdef.scene.lightstylevalue[style->style];
14378 for (j = 0;j < style->numsurfaces;j++)
14379 update[list[j]] = true;
14384 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14388 R_DrawDebugModel();
14389 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14393 rsurface.lightmaptexture = NULL;
14394 rsurface.deluxemaptexture = NULL;
14395 rsurface.uselightmaptexture = false;
14396 rsurface.texture = NULL;
14397 rsurface.rtlight = NULL;
14398 numsurfacelist = 0;
14399 // add visible surfaces to draw list
14400 for (i = 0;i < model->nummodelsurfaces;i++)
14402 j = model->sortedmodelsurfaces[i];
14403 if (r_refdef.viewcache.world_surfacevisible[j])
14404 r_surfacelist[numsurfacelist++] = surfaces + j;
14406 // update lightmaps if needed
14407 if (model->brushq1.firstrender)
14409 model->brushq1.firstrender = false;
14410 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14412 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14416 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14417 if (r_refdef.viewcache.world_surfacevisible[j])
14419 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14421 // don't do anything if there were no surfaces
14422 if (!numsurfacelist)
14424 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14427 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14428 GL_AlphaTest(false);
14430 // add to stats if desired
14431 if (r_speeds.integer && !skysurfaces && !depthonly)
14433 r_refdef.stats.world_surfaces += numsurfacelist;
14434 for (j = 0;j < numsurfacelist;j++)
14435 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14438 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14441 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14443 int i, j, endj, flagsmask;
14444 dp_model_t *model = ent->model;
14445 msurface_t *surfaces;
14446 unsigned char *update;
14447 int numsurfacelist = 0;
14451 if (r_maxsurfacelist < model->num_surfaces)
14453 r_maxsurfacelist = model->num_surfaces;
14455 Mem_Free((msurface_t **)r_surfacelist);
14456 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14459 // if the model is static it doesn't matter what value we give for
14460 // wantnormals and wanttangents, so this logic uses only rules applicable
14461 // to a model, knowing that they are meaningless otherwise
14462 if (ent == r_refdef.scene.worldentity)
14463 RSurf_ActiveWorldEntity();
14464 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14465 RSurf_ActiveModelEntity(ent, false, false, false);
14467 RSurf_ActiveModelEntity(ent, true, true, true);
14468 else if (depthonly)
14470 switch (vid.renderpath)
14472 case RENDERPATH_GL20:
14473 case RENDERPATH_CGGL:
14474 case RENDERPATH_D3D9:
14475 case RENDERPATH_D3D10:
14476 case RENDERPATH_D3D11:
14477 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14479 case RENDERPATH_GL13:
14480 case RENDERPATH_GL11:
14481 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14487 switch (vid.renderpath)
14489 case RENDERPATH_GL20:
14490 case RENDERPATH_CGGL:
14491 case RENDERPATH_D3D9:
14492 case RENDERPATH_D3D10:
14493 case RENDERPATH_D3D11:
14494 RSurf_ActiveModelEntity(ent, true, true, false);
14496 case RENDERPATH_GL13:
14497 case RENDERPATH_GL11:
14498 RSurf_ActiveModelEntity(ent, true, false, false);
14503 surfaces = model->data_surfaces;
14504 update = model->brushq1.lightmapupdateflags;
14506 // update light styles
14507 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14509 model_brush_lightstyleinfo_t *style;
14510 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14512 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14514 int *list = style->surfacelist;
14515 style->value = r_refdef.scene.lightstylevalue[style->style];
14516 for (j = 0;j < style->numsurfaces;j++)
14517 update[list[j]] = true;
14522 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14526 R_DrawDebugModel();
14527 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14531 rsurface.lightmaptexture = NULL;
14532 rsurface.deluxemaptexture = NULL;
14533 rsurface.uselightmaptexture = false;
14534 rsurface.texture = NULL;
14535 rsurface.rtlight = NULL;
14536 numsurfacelist = 0;
14537 // add visible surfaces to draw list
14538 for (i = 0;i < model->nummodelsurfaces;i++)
14539 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14540 // don't do anything if there were no surfaces
14541 if (!numsurfacelist)
14543 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14546 // update lightmaps if needed
14550 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14555 R_BuildLightMap(ent, surfaces + j);
14560 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14562 R_BuildLightMap(ent, surfaces + j);
14563 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14564 GL_AlphaTest(false);
14566 // add to stats if desired
14567 if (r_speeds.integer && !skysurfaces && !depthonly)
14569 r_refdef.stats.entities_surfaces += numsurfacelist;
14570 for (j = 0;j < numsurfacelist;j++)
14571 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14574 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14577 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14579 static texture_t texture;
14580 static msurface_t surface;
14581 const msurface_t *surfacelist = &surface;
14583 // fake enough texture and surface state to render this geometry
14585 texture.update_lastrenderframe = -1; // regenerate this texture
14586 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14587 texture.currentskinframe = skinframe;
14588 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14589 texture.offsetmapping = OFFSETMAPPING_OFF;
14590 texture.offsetscale = 1;
14591 texture.specularscalemod = 1;
14592 texture.specularpowermod = 1;
14594 surface.texture = &texture;
14595 surface.num_triangles = numtriangles;
14596 surface.num_firsttriangle = firsttriangle;
14597 surface.num_vertices = numvertices;
14598 surface.num_firstvertex = firstvertex;
14601 rsurface.texture = R_GetCurrentTexture(surface.texture);
14602 rsurface.lightmaptexture = NULL;
14603 rsurface.deluxemaptexture = NULL;
14604 rsurface.uselightmaptexture = false;
14605 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14608 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)
14610 static msurface_t surface;
14611 const msurface_t *surfacelist = &surface;
14613 // fake enough texture and surface state to render this geometry
14614 surface.texture = texture;
14615 surface.num_triangles = numtriangles;
14616 surface.num_firsttriangle = firsttriangle;
14617 surface.num_vertices = numvertices;
14618 surface.num_firstvertex = firstvertex;
14621 rsurface.texture = R_GetCurrentTexture(surface.texture);
14622 rsurface.lightmaptexture = NULL;
14623 rsurface.deluxemaptexture = NULL;
14624 rsurface.uselightmaptexture = false;
14625 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);