2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 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"};
96 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"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 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"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 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)"};
113 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"};
115 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
116 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
122 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
123 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
125 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)"};
126 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
127 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
128 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
129 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
130 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)"};
131 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)"};
132 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)"};
133 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)"};
135 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)"};
136 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
137 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"};
138 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
139 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
141 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
142 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
143 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
144 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
146 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
147 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
148 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
149 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
150 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
151 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
152 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
154 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
155 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
156 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
157 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)"};
159 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"};
161 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"};
163 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
165 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
166 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
167 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"};
168 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
169 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
170 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
171 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
172 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)"};
174 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
176 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)"};
178 extern cvar_t v_glslgamma;
180 extern qboolean v_flipped_state;
182 static struct r_bloomstate_s
187 int bloomwidth, bloomheight;
189 int screentexturewidth, screentextureheight;
190 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
192 int bloomtexturewidth, bloomtextureheight;
193 rtexture_t *texture_bloom;
195 // arrays for rendering the screen passes
196 float screentexcoord2f[8];
197 float bloomtexcoord2f[8];
198 float offsettexcoord2f[8];
200 r_viewport_t viewport;
204 r_waterstate_t r_waterstate;
206 /// shadow volume bsp struct with automatically growing nodes buffer
209 rtexture_t *r_texture_blanknormalmap;
210 rtexture_t *r_texture_white;
211 rtexture_t *r_texture_grey128;
212 rtexture_t *r_texture_black;
213 rtexture_t *r_texture_notexture;
214 rtexture_t *r_texture_whitecube;
215 rtexture_t *r_texture_normalizationcube;
216 rtexture_t *r_texture_fogattenuation;
217 rtexture_t *r_texture_gammaramps;
218 unsigned int r_texture_gammaramps_serial;
219 //rtexture_t *r_texture_fogintensity;
220 rtexture_t *r_texture_reflectcube;
222 // TODO: hash lookups?
223 typedef struct cubemapinfo_s
230 int r_texture_numcubemaps;
231 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
233 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
234 unsigned int r_numqueries;
235 unsigned int r_maxqueries;
237 typedef struct r_qwskincache_s
239 char name[MAX_QPATH];
240 skinframe_t *skinframe;
244 static r_qwskincache_t *r_qwskincache;
245 static int r_qwskincache_size;
247 /// vertex coordinates for a quad that covers the screen exactly
248 const float r_screenvertex3f[12] =
256 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
259 for (i = 0;i < verts;i++)
270 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
273 for (i = 0;i < verts;i++)
283 // FIXME: move this to client?
286 if (gamemode == GAME_NEHAHRA)
288 Cvar_Set("gl_fogenable", "0");
289 Cvar_Set("gl_fogdensity", "0.2");
290 Cvar_Set("gl_fogred", "0.3");
291 Cvar_Set("gl_foggreen", "0.3");
292 Cvar_Set("gl_fogblue", "0.3");
294 r_refdef.fog_density = 0;
295 r_refdef.fog_red = 0;
296 r_refdef.fog_green = 0;
297 r_refdef.fog_blue = 0;
298 r_refdef.fog_alpha = 1;
299 r_refdef.fog_start = 0;
300 r_refdef.fog_end = 16384;
301 r_refdef.fog_height = 1<<30;
302 r_refdef.fog_fadedepth = 128;
305 static void R_BuildBlankTextures(void)
307 unsigned char data[4];
308 data[2] = 128; // normal X
309 data[1] = 128; // normal Y
310 data[0] = 255; // normal Z
311 data[3] = 128; // height
312 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
317 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
322 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
327 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 static void R_BuildNoTexture(void)
333 unsigned char pix[16][16][4];
334 // this makes a light grey/dark grey checkerboard texture
335 for (y = 0;y < 16;y++)
337 for (x = 0;x < 16;x++)
339 if ((y < 8) ^ (x < 8))
355 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
358 static void R_BuildWhiteCube(void)
360 unsigned char data[6*1*1*4];
361 memset(data, 255, sizeof(data));
362 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
365 static void R_BuildNormalizationCube(void)
369 vec_t s, t, intensity;
372 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
373 for (side = 0;side < 6;side++)
375 for (y = 0;y < NORMSIZE;y++)
377 for (x = 0;x < NORMSIZE;x++)
379 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
415 intensity = 127.0f / sqrt(DotProduct(v, v));
416 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
417 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
418 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
419 data[((side*64+y)*64+x)*4+3] = 255;
423 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
427 static void R_BuildFogTexture(void)
431 unsigned char data1[FOGWIDTH][4];
432 //unsigned char data2[FOGWIDTH][4];
435 r_refdef.fogmasktable_start = r_refdef.fog_start;
436 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
437 r_refdef.fogmasktable_range = r_refdef.fogrange;
438 r_refdef.fogmasktable_density = r_refdef.fog_density;
440 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
441 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
443 d = (x * r - r_refdef.fogmasktable_start);
444 if(developer_extra.integer)
445 Con_DPrintf("%f ", d);
447 if (r_fog_exp2.integer)
448 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
450 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
451 if(developer_extra.integer)
452 Con_DPrintf(" : %f ", alpha);
453 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
454 if(developer_extra.integer)
455 Con_DPrintf(" = %f\n", alpha);
456 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
459 for (x = 0;x < FOGWIDTH;x++)
461 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
466 //data2[x][0] = 255 - b;
467 //data2[x][1] = 255 - b;
468 //data2[x][2] = 255 - b;
471 if (r_texture_fogattenuation)
473 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
474 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
478 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
479 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
483 //=======================================================================================================================================================
485 static const char *builtinshaderstring =
486 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
487 "// written by Forest 'LordHavoc' Hale\n"
488 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
490 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
493 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
494 "#define USELIGHTMAP\n"
496 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
497 "#define USEEYEVECTOR\n"
500 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
501 "# extension GL_ARB_texture_rectangle : enable\n"
504 "#ifdef USESHADOWMAP2D\n"
505 "# ifdef GL_EXT_gpu_shader4\n"
506 "# extension GL_EXT_gpu_shader4 : enable\n"
508 "# ifdef GL_ARB_texture_gather\n"
509 "# extension GL_ARB_texture_gather : enable\n"
511 "# ifdef GL_AMD_texture_texture4\n"
512 "# extension GL_AMD_texture_texture4 : enable\n"
517 "#ifdef USESHADOWMAPCUBE\n"
518 "# extension GL_EXT_gpu_shader4 : enable\n"
521 "//#ifdef USESHADOWSAMPLER\n"
522 "//# extension GL_ARB_shadow : enable\n"
525 "//#ifdef __GLSL_CG_DATA_TYPES\n"
526 "//# define myhalf half\n"
527 "//# define myhalf2 half2\n"
528 "//# define myhalf3 half3\n"
529 "//# define myhalf4 half4\n"
531 "# define myhalf float\n"
532 "# define myhalf2 vec2\n"
533 "# define myhalf3 vec3\n"
534 "# define myhalf4 vec4\n"
537 "#ifdef VERTEX_SHADER\n"
538 "uniform mat4 ModelViewProjectionMatrix;\n"
541 "#ifdef MODE_DEPTH_OR_SHADOW\n"
542 "#ifdef VERTEX_SHADER\n"
545 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
548 "#else // !MODE_DEPTH_ORSHADOW\n"
553 "#ifdef MODE_SHOWDEPTH\n"
554 "#ifdef VERTEX_SHADER\n"
557 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
558 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
562 "#ifdef FRAGMENT_SHADER\n"
565 " gl_FragColor = gl_Color;\n"
568 "#else // !MODE_SHOWDEPTH\n"
573 "#ifdef MODE_POSTPROCESS\n"
574 "varying vec2 TexCoord1;\n"
575 "varying vec2 TexCoord2;\n"
577 "#ifdef VERTEX_SHADER\n"
580 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
581 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
583 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
588 "#ifdef FRAGMENT_SHADER\n"
589 "uniform sampler2D Texture_First;\n"
591 "uniform sampler2D Texture_Second;\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "uniform sampler2D Texture_GammaRamps;\n"
596 "#ifdef USESATURATION\n"
597 "uniform float Saturation;\n"
599 "#ifdef USEVIEWTINT\n"
600 "uniform vec4 ViewTintColor;\n"
602 "//uncomment these if you want to use them:\n"
603 "uniform vec4 UserVec1;\n"
604 "// uniform vec4 UserVec2;\n"
605 "// uniform vec4 UserVec3;\n"
606 "// uniform vec4 UserVec4;\n"
607 "// uniform float ClientTime;\n"
608 "uniform vec2 PixelSize;\n"
611 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
613 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
615 "#ifdef USEVIEWTINT\n"
616 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
619 "#ifdef USEPOSTPROCESSING\n"
620 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
621 "// 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"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
623 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
627 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
630 "#ifdef USESATURATION\n"
631 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
632 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
633 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
634 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
637 "#ifdef USEGAMMARAMPS\n"
638 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
639 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
640 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
644 "#else // !MODE_POSTPROCESS\n"
649 "#ifdef MODE_GENERIC\n"
650 "#ifdef USEDIFFUSE\n"
651 "varying vec2 TexCoord1;\n"
653 "#ifdef USESPECULAR\n"
654 "varying vec2 TexCoord2;\n"
656 "#ifdef VERTEX_SHADER\n"
659 " gl_FrontColor = gl_Color;\n"
660 "#ifdef USEDIFFUSE\n"
661 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
663 "#ifdef USESPECULAR\n"
664 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
666 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "#ifdef USEDIFFUSE\n"
672 "uniform sampler2D Texture_First;\n"
674 "#ifdef USESPECULAR\n"
675 "uniform sampler2D Texture_Second;\n"
680 " gl_FragColor = gl_Color;\n"
681 "#ifdef USEDIFFUSE\n"
682 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
685 "#ifdef USESPECULAR\n"
686 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
687 "# ifdef USECOLORMAPPING\n"
688 " gl_FragColor *= tex2;\n"
691 " gl_FragColor += tex2;\n"
693 "# ifdef USEVERTEXTEXTUREBLEND\n"
694 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
699 "#else // !MODE_GENERIC\n"
704 "#ifdef MODE_BLOOMBLUR\n"
705 "varying TexCoord;\n"
706 "#ifdef VERTEX_SHADER\n"
709 " gl_FrontColor = gl_Color;\n"
710 " TexCoord = gl_MultiTexCoord0.xy;\n"
711 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
715 "#ifdef FRAGMENT_SHADER\n"
716 "uniform sampler2D Texture_First;\n"
717 "uniform vec4 BloomBlur_Parameters;\n"
722 " vec2 tc = TexCoord;\n"
723 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
725 " for (i = 1;i < SAMPLES;i++)\n"
727 " color += texture2D(Texture_First, tc).rgb;\n"
728 " tc += BloomBlur_Parameters.xy;\n"
730 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
733 "#else // !MODE_BLOOMBLUR\n"
734 "#ifdef MODE_REFRACTION\n"
735 "varying vec2 TexCoord;\n"
736 "varying vec4 ModelViewProjectionPosition;\n"
737 "uniform mat4 TexMatrix;\n"
738 "#ifdef VERTEX_SHADER\n"
742 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
743 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
744 " ModelViewProjectionPosition = gl_Position;\n"
748 "#ifdef FRAGMENT_SHADER\n"
749 "uniform sampler2D Texture_Normal;\n"
750 "uniform sampler2D Texture_Refraction;\n"
751 "uniform sampler2D Texture_Reflection;\n"
753 "uniform vec4 DistortScaleRefractReflect;\n"
754 "uniform vec4 ScreenScaleRefractReflect;\n"
755 "uniform vec4 ScreenCenterRefractReflect;\n"
756 "uniform vec4 RefractColor;\n"
757 "uniform vec4 ReflectColor;\n"
758 "uniform float ReflectFactor;\n"
759 "uniform float ReflectOffset;\n"
763 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
764 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
765 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
767 " // FIXME temporary hack to detect the case that the reflection\n"
768 " // gets blackened at edges due to leaving the area that contains actual\n"
770 " // Remove this 'ack once we have a better way to stop this thing from\n"
772 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
773 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
774 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
776 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
777 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
780 "#else // !MODE_REFRACTION\n"
785 "#ifdef MODE_WATER\n"
786 "varying vec2 TexCoord;\n"
787 "varying vec3 EyeVector;\n"
788 "varying vec4 ModelViewProjectionPosition;\n"
789 "#ifdef VERTEX_SHADER\n"
790 "uniform vec3 EyePosition;\n"
791 "uniform mat4 TexMatrix;\n"
795 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
796 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
797 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
798 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
799 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
800 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
801 " ModelViewProjectionPosition = gl_Position;\n"
805 "#ifdef FRAGMENT_SHADER\n"
806 "uniform sampler2D Texture_Normal;\n"
807 "uniform sampler2D Texture_Refraction;\n"
808 "uniform sampler2D Texture_Reflection;\n"
810 "uniform vec4 DistortScaleRefractReflect;\n"
811 "uniform vec4 ScreenScaleRefractReflect;\n"
812 "uniform vec4 ScreenCenterRefractReflect;\n"
813 "uniform vec4 RefractColor;\n"
814 "uniform vec4 ReflectColor;\n"
815 "uniform float ReflectFactor;\n"
816 "uniform float ReflectOffset;\n"
820 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
821 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
822 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
824 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
825 " // FIXME temporary hack to detect the case that the reflection\n"
826 " // gets blackened at edges due to leaving the area that contains actual\n"
828 " // Remove this 'ack once we have a better way to stop this thing from\n"
830 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
831 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
834 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
835 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
836 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
837 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
839 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
840 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
841 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
844 "#else // !MODE_WATER\n"
849 "// common definitions between vertex shader and fragment shader:\n"
851 "varying vec2 TexCoord;\n"
852 "#ifdef USEVERTEXTEXTUREBLEND\n"
853 "varying vec2 TexCoord2;\n"
855 "#ifdef USELIGHTMAP\n"
856 "varying vec2 TexCoordLightmap;\n"
859 "#ifdef MODE_LIGHTSOURCE\n"
860 "varying vec3 CubeVector;\n"
863 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
864 "varying vec3 LightVector;\n"
867 "#ifdef USEEYEVECTOR\n"
868 "varying vec3 EyeVector;\n"
871 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
874 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
875 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
876 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
877 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
880 "#ifdef USEREFLECTION\n"
881 "varying vec4 ModelViewProjectionPosition;\n"
883 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
884 "uniform vec3 LightPosition;\n"
885 "varying vec4 ModelViewPosition;\n"
888 "#ifdef MODE_LIGHTSOURCE\n"
889 "uniform vec3 LightPosition;\n"
891 "uniform vec3 EyePosition;\n"
892 "#ifdef MODE_LIGHTDIRECTION\n"
893 "uniform vec3 LightDir;\n"
895 "uniform vec4 FogPlane;\n"
897 "#ifdef USESHADOWMAPORTHO\n"
898 "varying vec3 ShadowMapTC;\n"
905 "// 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"
907 "// fragment shader specific:\n"
908 "#ifdef FRAGMENT_SHADER\n"
910 "uniform sampler2D Texture_Normal;\n"
911 "uniform sampler2D Texture_Color;\n"
912 "uniform sampler2D Texture_Gloss;\n"
914 "uniform sampler2D Texture_Glow;\n"
916 "#ifdef USEVERTEXTEXTUREBLEND\n"
917 "uniform sampler2D Texture_SecondaryNormal;\n"
918 "uniform sampler2D Texture_SecondaryColor;\n"
919 "uniform sampler2D Texture_SecondaryGloss;\n"
921 "uniform sampler2D Texture_SecondaryGlow;\n"
924 "#ifdef USECOLORMAPPING\n"
925 "uniform sampler2D Texture_Pants;\n"
926 "uniform sampler2D Texture_Shirt;\n"
929 "uniform sampler2D Texture_FogMask;\n"
931 "#ifdef USELIGHTMAP\n"
932 "uniform sampler2D Texture_Lightmap;\n"
934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
935 "uniform sampler2D Texture_Deluxemap;\n"
937 "#ifdef USEREFLECTION\n"
938 "uniform sampler2D Texture_Reflection;\n"
941 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
942 "uniform sampler2D Texture_ScreenDepth;\n"
943 "uniform sampler2D Texture_ScreenNormalMap;\n"
945 "#ifdef USEDEFERREDLIGHTMAP\n"
946 "uniform sampler2D Texture_ScreenDiffuse;\n"
947 "uniform sampler2D Texture_ScreenSpecular;\n"
950 "uniform myhalf3 Color_Pants;\n"
951 "uniform myhalf3 Color_Shirt;\n"
952 "uniform myhalf3 FogColor;\n"
955 "uniform float FogRangeRecip;\n"
956 "uniform float FogPlaneViewDist;\n"
957 "uniform float FogHeightFade;\n"
958 "float FogVertex(void)\n"
960 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
961 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
963 "#ifdef USEFOGOUTSIDE\n"
964 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
966 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
968 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
972 "#ifdef USEOFFSETMAPPING\n"
973 "uniform float OffsetMapping_Scale;\n"
974 "vec2 OffsetMapping(vec2 TexCoord)\n"
976 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
977 " // 14 sample relief mapping: linear search and then binary search\n"
978 " // this basically steps forward a small amount repeatedly until it finds\n"
979 " // itself inside solid, then jitters forward and back using decreasing\n"
980 " // amounts to find the impact\n"
981 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
982 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
983 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 " vec3 RT = vec3(TexCoord, 1);\n"
985 " OffsetVector *= 0.1;\n"
986 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
996 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1002 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1003 " // this basically moves forward the full distance, and then backs up based\n"
1004 " // on height of samples\n"
1005 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1006 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1007 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 " TexCoord += OffsetVector;\n"
1009 " OffsetVector *= 0.333;\n"
1010 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1011 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " return TexCoord;\n"
1016 "#endif // USEOFFSETMAPPING\n"
1018 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1019 "uniform sampler2D Texture_Attenuation;\n"
1020 "uniform samplerCube Texture_Cube;\n"
1023 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1025 "#ifdef USESHADOWMAPRECT\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1029 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1033 "#ifdef USESHADOWMAP2D\n"
1034 "# ifdef USESHADOWSAMPLER\n"
1035 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1037 "uniform sampler2D Texture_ShadowMap2D;\n"
1041 "#ifdef USESHADOWMAPVSDCT\n"
1042 "uniform samplerCube Texture_CubeProjection;\n"
1045 "#ifdef USESHADOWMAPCUBE\n"
1046 "# ifdef USESHADOWSAMPLER\n"
1047 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1049 "uniform samplerCube Texture_ShadowMapCube;\n"
1053 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1054 "uniform vec2 ShadowMap_TextureScale;\n"
1055 "uniform vec4 ShadowMap_Parameters;\n"
1058 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1059 "# ifdef USESHADOWMAPORTHO\n"
1060 "# define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1062 "# ifdef USESHADOWMAPVSDCT\n"
1063 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1065 " vec3 adir = abs(dir);\n"
1066 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1067 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1068 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1069 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1070 " stc.z += ShadowMap_Parameters.z;\n"
1074 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1076 " vec3 adir = abs(dir);\n"
1080 " if (adir.x > adir.y)\n"
1082 " if (adir.x > adir.z) // X\n"
1086 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1092 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1097 " if (adir.y > adir.z) // Y\n"
1101 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1107 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1111 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1112 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1113 " stc.z += ShadowMap_Parameters.z;\n"
1118 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1120 "#ifdef USESHADOWMAPCUBE\n"
1121 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1123 " vec3 adir = abs(dir);\n"
1124 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1128 "# ifdef USESHADOWMAPRECT\n"
1129 "float ShadowMapCompare(vec3 dir)\n"
1131 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1133 "# ifdef USESHADOWSAMPLER\n"
1135 "# ifdef USESHADOWMAPPCF\n"
1136 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1137 " 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"
1139 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1144 "# ifdef USESHADOWMAPPCF\n"
1145 "# if USESHADOWMAPPCF > 1\n"
1146 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1147 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1148 " 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"
1149 " 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"
1150 " 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"
1151 " 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"
1152 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1153 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1155 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1156 " vec2 offset = fract(shadowmaptc.xy);\n"
1157 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1158 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1159 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1160 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1161 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1164 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1168 "# ifdef USESHADOWMAPORTHO\n"
1169 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1176 "# ifdef USESHADOWMAP2D\n"
1177 "float ShadowMapCompare(vec3 dir)\n"
1179 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1182 "# ifdef USESHADOWSAMPLER\n"
1183 "# ifdef USESHADOWMAPPCF\n"
1184 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1185 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1186 " 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"
1188 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1191 "# ifdef USESHADOWMAPPCF\n"
1192 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1193 "# ifdef GL_ARB_texture_gather\n"
1194 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1196 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1198 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1199 " center *= ShadowMap_TextureScale;\n"
1200 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1201 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1202 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1203 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1204 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1205 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1206 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1208 "# ifdef GL_EXT_gpu_shader4\n"
1209 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1211 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1213 "# if USESHADOWMAPPCF > 1\n"
1214 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1215 " center *= ShadowMap_TextureScale;\n"
1216 " 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"
1217 " 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"
1218 " 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"
1219 " 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"
1220 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1221 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1223 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1224 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1225 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1226 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1227 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1228 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1232 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1235 "# ifdef USESHADOWMAPORTHO\n"
1236 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1243 "# ifdef USESHADOWMAPCUBE\n"
1244 "float ShadowMapCompare(vec3 dir)\n"
1246 " // apply depth texture cubemap as light filter\n"
1247 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1249 "# ifdef USESHADOWSAMPLER\n"
1250 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1252 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1257 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1258 "#endif // FRAGMENT_SHADER\n"
1263 "#ifdef MODE_DEFERREDGEOMETRY\n"
1264 "#ifdef VERTEX_SHADER\n"
1265 "uniform mat4 TexMatrix;\n"
1266 "#ifdef USEVERTEXTEXTUREBLEND\n"
1267 "uniform mat4 BackgroundTexMatrix;\n"
1269 "uniform mat4 ModelViewMatrix;\n"
1272 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1273 "#ifdef USEVERTEXTEXTUREBLEND\n"
1274 " gl_FrontColor = gl_Color;\n"
1275 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1278 " // transform unnormalized eye direction into tangent space\n"
1279 "#ifdef USEOFFSETMAPPING\n"
1280 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1281 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1282 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1283 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1286 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1287 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1288 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1289 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1291 "#endif // VERTEX_SHADER\n"
1293 "#ifdef FRAGMENT_SHADER\n"
1296 "#ifdef USEOFFSETMAPPING\n"
1297 " // apply offsetmapping\n"
1298 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1299 "#define TexCoord TexCoordOffset\n"
1302 "#ifdef USEALPHAKILL\n"
1303 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1307 "#ifdef USEVERTEXTEXTUREBLEND\n"
1308 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1309 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1310 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1311 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1314 "#ifdef USEVERTEXTEXTUREBLEND\n"
1315 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1316 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1318 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1319 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1322 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1324 "#endif // FRAGMENT_SHADER\n"
1325 "#else // !MODE_DEFERREDGEOMETRY\n"
1330 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1331 "#ifdef VERTEX_SHADER\n"
1332 "uniform mat4 ModelViewMatrix;\n"
1335 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1336 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1338 "#endif // VERTEX_SHADER\n"
1340 "#ifdef FRAGMENT_SHADER\n"
1341 "uniform mat4 ViewToLight;\n"
1342 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1343 "uniform vec2 ScreenToDepth;\n"
1344 "uniform myhalf3 DeferredColor_Ambient;\n"
1345 "uniform myhalf3 DeferredColor_Diffuse;\n"
1346 "#ifdef USESPECULAR\n"
1347 "uniform myhalf3 DeferredColor_Specular;\n"
1348 "uniform myhalf SpecularPower;\n"
1350 "uniform myhalf2 PixelToScreenTexCoord;\n"
1353 " // calculate viewspace pixel position\n"
1354 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1356 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1357 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1358 " // decode viewspace pixel normal\n"
1359 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1360 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1361 " // surfacenormal = pixel normal in viewspace\n"
1362 " // LightVector = pixel to light in viewspace\n"
1363 " // CubeVector = position in lightspace\n"
1364 " // eyevector = pixel to view in viewspace\n"
1365 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1366 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1367 "#ifdef USEDIFFUSE\n"
1368 " // calculate diffuse shading\n"
1369 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1370 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1372 "#ifdef USESPECULAR\n"
1373 " // calculate directional shading\n"
1374 " vec3 eyevector = position * -1.0;\n"
1375 "# ifdef USEEXACTSPECULARMATH\n"
1376 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1378 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1379 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1383 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1384 " fade *= ShadowMapCompare(CubeVector);\n"
1387 "#ifdef USEDIFFUSE\n"
1388 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1390 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1392 "#ifdef USESPECULAR\n"
1393 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1395 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1398 "# ifdef USECUBEFILTER\n"
1399 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1400 " gl_FragData[0].rgb *= cubecolor;\n"
1401 " gl_FragData[1].rgb *= cubecolor;\n"
1404 "#endif // FRAGMENT_SHADER\n"
1405 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1410 "#ifdef VERTEX_SHADER\n"
1411 "uniform mat4 TexMatrix;\n"
1412 "#ifdef USEVERTEXTEXTUREBLEND\n"
1413 "uniform mat4 BackgroundTexMatrix;\n"
1415 "#ifdef MODE_LIGHTSOURCE\n"
1416 "uniform mat4 ModelToLight;\n"
1418 "#ifdef USESHADOWMAPORTHO\n"
1419 "uniform mat4 ShadowMapMatrix;\n"
1423 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1424 " gl_FrontColor = gl_Color;\n"
1426 " // copy the surface texcoord\n"
1427 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1428 "#ifdef USEVERTEXTEXTUREBLEND\n"
1429 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1431 "#ifdef USELIGHTMAP\n"
1432 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1435 "#ifdef MODE_LIGHTSOURCE\n"
1436 " // transform vertex position into light attenuation/cubemap space\n"
1437 " // (-1 to +1 across the light box)\n"
1438 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1440 "# ifdef USEDIFFUSE\n"
1441 " // transform unnormalized light direction into tangent space\n"
1442 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1443 " // normalize it per pixel)\n"
1444 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1445 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1446 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1447 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1451 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1452 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1453 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1454 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1457 " // transform unnormalized eye direction into tangent space\n"
1458 "#ifdef USEEYEVECTOR\n"
1459 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1460 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1461 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1462 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1466 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1467 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1470 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1471 " VectorS = gl_MultiTexCoord1.xyz;\n"
1472 " VectorT = gl_MultiTexCoord2.xyz;\n"
1473 " VectorR = gl_MultiTexCoord3.xyz;\n"
1476 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1477 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1479 "#ifdef USESHADOWMAPORTHO\n"
1480 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1483 "#ifdef USEREFLECTION\n"
1484 " ModelViewProjectionPosition = gl_Position;\n"
1487 "#endif // VERTEX_SHADER\n"
1492 "#ifdef FRAGMENT_SHADER\n"
1493 "#ifdef USEDEFERREDLIGHTMAP\n"
1494 "uniform myhalf2 PixelToScreenTexCoord;\n"
1495 "uniform myhalf3 DeferredMod_Diffuse;\n"
1496 "uniform myhalf3 DeferredMod_Specular;\n"
1498 "uniform myhalf3 Color_Ambient;\n"
1499 "uniform myhalf3 Color_Diffuse;\n"
1500 "uniform myhalf3 Color_Specular;\n"
1501 "uniform myhalf SpecularPower;\n"
1503 "uniform myhalf3 Color_Glow;\n"
1505 "uniform myhalf Alpha;\n"
1506 "#ifdef USEREFLECTION\n"
1507 "uniform vec4 DistortScaleRefractReflect;\n"
1508 "uniform vec4 ScreenScaleRefractReflect;\n"
1509 "uniform vec4 ScreenCenterRefractReflect;\n"
1510 "uniform myhalf4 ReflectColor;\n"
1512 "#ifdef USEREFLECTCUBE\n"
1513 "uniform mat4 ModelToReflectCube;\n"
1514 "uniform sampler2D Texture_ReflectMask;\n"
1515 "uniform samplerCube Texture_ReflectCube;\n"
1517 "#ifdef MODE_LIGHTDIRECTION\n"
1518 "uniform myhalf3 LightColor;\n"
1520 "#ifdef MODE_LIGHTSOURCE\n"
1521 "uniform myhalf3 LightColor;\n"
1525 "#ifdef USEOFFSETMAPPING\n"
1526 " // apply offsetmapping\n"
1527 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1528 "#define TexCoord TexCoordOffset\n"
1531 " // combine the diffuse textures (base, pants, shirt)\n"
1532 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1533 "#ifdef USEALPHAKILL\n"
1534 " if (color.a < 0.5)\n"
1537 " color.a *= Alpha;\n"
1538 "#ifdef USECOLORMAPPING\n"
1539 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1541 "#ifdef USEVERTEXTEXTUREBLEND\n"
1542 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1543 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1544 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1545 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1547 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1550 " // get the surface normal\n"
1551 "#ifdef USEVERTEXTEXTUREBLEND\n"
1552 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1554 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1557 " // get the material colors\n"
1558 " myhalf3 diffusetex = color.rgb;\n"
1559 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1560 "# ifdef USEVERTEXTEXTUREBLEND\n"
1561 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1563 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1567 "#ifdef USEREFLECTCUBE\n"
1568 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1569 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1570 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1571 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1577 "#ifdef MODE_LIGHTSOURCE\n"
1578 " // light source\n"
1579 "#ifdef USEDIFFUSE\n"
1580 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1581 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1582 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1583 "#ifdef USESPECULAR\n"
1584 "#ifdef USEEXACTSPECULARMATH\n"
1585 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1587 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1588 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1590 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1593 " color.rgb = diffusetex * Color_Ambient;\n"
1595 " color.rgb *= LightColor;\n"
1596 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1597 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1598 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1600 "# ifdef USECUBEFILTER\n"
1601 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1603 "#endif // MODE_LIGHTSOURCE\n"
1608 "#ifdef MODE_LIGHTDIRECTION\n"
1610 "#ifdef USEDIFFUSE\n"
1611 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1613 "#define lightcolor LightColor\n"
1614 "#endif // MODE_LIGHTDIRECTION\n"
1615 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1617 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1618 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1619 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1620 " // convert modelspace light vector to tangentspace\n"
1621 " myhalf3 lightnormal;\n"
1622 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1623 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1624 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1625 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1626 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1627 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1628 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1629 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1630 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1631 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1632 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1633 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1634 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1635 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1638 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1639 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1646 "#ifdef MODE_LIGHTMAP\n"
1647 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1648 "#endif // MODE_LIGHTMAP\n"
1649 "#ifdef MODE_VERTEXCOLOR\n"
1650 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1651 "#endif // MODE_VERTEXCOLOR\n"
1652 "#ifdef MODE_FLATCOLOR\n"
1653 " color.rgb = diffusetex * Color_Ambient;\n"
1654 "#endif // MODE_FLATCOLOR\n"
1660 "# ifdef USEDIFFUSE\n"
1661 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1662 "# ifdef USESPECULAR\n"
1663 "# ifdef USEEXACTSPECULARMATH\n"
1664 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1666 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1667 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1669 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1671 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1674 " color.rgb = diffusetex * Color_Ambient;\n"
1678 "#ifdef USESHADOWMAPORTHO\n"
1679 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1682 "#ifdef USEDEFERREDLIGHTMAP\n"
1683 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1684 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1685 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1689 "#ifdef USEVERTEXTEXTUREBLEND\n"
1690 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1692 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1697 "#ifdef MODE_LIGHTSOURCE\n"
1698 " color.rgb *= myhalf(FogVertex());\n"
1700 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1704 " // 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"
1705 "#ifdef USEREFLECTION\n"
1706 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1707 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1708 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1709 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1710 " // FIXME temporary hack to detect the case that the reflection\n"
1711 " // gets blackened at edges due to leaving the area that contains actual\n"
1713 " // Remove this 'ack once we have a better way to stop this thing from\n"
1715 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1716 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1717 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1718 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1719 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1720 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1723 " gl_FragColor = vec4(color);\n"
1725 "#endif // FRAGMENT_SHADER\n"
1727 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1728 "#endif // !MODE_DEFERREDGEOMETRY\n"
1729 "#endif // !MODE_WATER\n"
1730 "#endif // !MODE_REFRACTION\n"
1731 "#endif // !MODE_BLOOMBLUR\n"
1732 "#endif // !MODE_GENERIC\n"
1733 "#endif // !MODE_POSTPROCESS\n"
1734 "#endif // !MODE_SHOWDEPTH\n"
1735 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1739 =========================================================================================================================================================
1743 =========================================================================================================================================================
1747 =========================================================================================================================================================
1751 =========================================================================================================================================================
1755 =========================================================================================================================================================
1759 =========================================================================================================================================================
1763 =========================================================================================================================================================
1766 const char *builtincgshaderstring =
1767 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1768 "// written by Forest 'LordHavoc' Hale\n"
1769 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1771 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1774 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1775 "#define USELIGHTMAP\n"
1777 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1778 "#define USEEYEVECTOR\n"
1781 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1782 "#ifdef VERTEX_SHADER\n"
1785 "float4 gl_Vertex : POSITION,\n"
1786 "uniform float4x4 ModelViewProjectionMatrix,\n"
1787 "out float4 gl_Position : POSITION\n"
1790 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1793 "#else // !MODE_DEPTH_ORSHADOW\n"
1798 "#ifdef MODE_SHOWDEPTH\n"
1799 "#ifdef VERTEX_SHADER\n"
1802 "float4 gl_Vertex : POSITION,\n"
1803 "uniform float4x4 ModelViewProjectionMatrix,\n"
1804 "out float4 gl_Position : POSITION,\n"
1805 "out float4 gl_FrontColor : COLOR0\n"
1808 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1813 "#ifdef FRAGMENT_SHADER\n"
1816 "float4 gl_FrontColor : COLOR0,\n"
1817 "out float4 gl_FragColor : COLOR\n"
1820 " gl_FragColor = gl_FrontColor;\n"
1823 "#else // !MODE_SHOWDEPTH\n"
1828 "#ifdef MODE_POSTPROCESS\n"
1830 "#ifdef VERTEX_SHADER\n"
1833 "float4 gl_Vertex : POSITION,\n"
1834 "uniform float4x4 ModelViewProjectionMatrix,\n"
1835 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1836 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1837 "out float4 gl_Position : POSITION,\n"
1838 "out float2 TexCoord1 : TEXCOORD0,\n"
1839 "out float2 TexCoord2 : TEXCOORD1\n"
1842 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1843 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1845 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1850 "#ifdef FRAGMENT_SHADER\n"
1853 "float2 TexCoord1 : TEXCOORD0,\n"
1854 "float2 TexCoord2 : TEXCOORD1,\n"
1855 "uniform sampler2D Texture_First,\n"
1857 "uniform sampler2D Texture_Second,\n"
1859 "#ifdef USEGAMMARAMPS\n"
1860 "uniform sampler2D Texture_GammaRamps,\n"
1862 "#ifdef USESATURATION\n"
1863 "uniform float Saturation,\n"
1865 "#ifdef USEVIEWTINT\n"
1866 "uniform float4 ViewTintColor,\n"
1868 "uniform float4 UserVec1,\n"
1869 "uniform float4 UserVec2,\n"
1870 "uniform float4 UserVec3,\n"
1871 "uniform float4 UserVec4,\n"
1872 "uniform float ClientTime,\n"
1873 "uniform float2 PixelSize,\n"
1874 "out float4 gl_FragColor : COLOR\n"
1877 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1879 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1881 "#ifdef USEVIEWTINT\n"
1882 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1885 "#ifdef USEPOSTPROCESSING\n"
1886 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1887 "// 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"
1888 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1889 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1890 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1891 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1892 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1893 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1896 "#ifdef USESATURATION\n"
1897 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1898 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1899 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1900 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1903 "#ifdef USEGAMMARAMPS\n"
1904 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1905 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1906 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1910 "#else // !MODE_POSTPROCESS\n"
1915 "#ifdef MODE_GENERIC\n"
1916 "#ifdef VERTEX_SHADER\n"
1919 "float4 gl_Vertex : POSITION,\n"
1920 "uniform float4x4 ModelViewProjectionMatrix,\n"
1921 "float4 gl_Color : COLOR0,\n"
1922 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1923 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1924 "out float4 gl_Position : POSITION,\n"
1925 "out float4 gl_FrontColor : COLOR,\n"
1926 "out float2 TexCoord1 : TEXCOORD0,\n"
1927 "out float2 TexCoord2 : TEXCOORD1\n"
1930 " gl_FrontColor = gl_Color;\n"
1931 "#ifdef USEDIFFUSE\n"
1932 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1934 "#ifdef USESPECULAR\n"
1935 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1937 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1941 "#ifdef FRAGMENT_SHADER\n"
1945 "float4 gl_FrontColor : COLOR,\n"
1946 "float2 TexCoord1 : TEXCOORD0,\n"
1947 "float2 TexCoord2 : TEXCOORD1,\n"
1948 "#ifdef USEDIFFUSE\n"
1949 "uniform sampler2D Texture_First,\n"
1951 "#ifdef USESPECULAR\n"
1952 "uniform sampler2D Texture_Second,\n"
1954 "out float4 gl_FragColor : COLOR\n"
1957 " gl_FragColor = gl_FrontColor;\n"
1958 "#ifdef USEDIFFUSE\n"
1959 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1962 "#ifdef USESPECULAR\n"
1963 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1964 "# ifdef USECOLORMAPPING\n"
1965 " gl_FragColor *= tex2;\n"
1968 " gl_FragColor += tex2;\n"
1970 "# ifdef USEVERTEXTEXTUREBLEND\n"
1971 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1976 "#else // !MODE_GENERIC\n"
1981 "#ifdef MODE_BLOOMBLUR\n"
1982 "#ifdef VERTEX_SHADER\n"
1985 "float4 gl_Vertex : POSITION,\n"
1986 "uniform float4x4 ModelViewProjectionMatrix,\n"
1987 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1988 "out float4 gl_Position : POSITION,\n"
1989 "out float2 TexCoord : TEXCOORD0\n"
1992 " TexCoord = gl_MultiTexCoord0.xy;\n"
1993 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1997 "#ifdef FRAGMENT_SHADER\n"
2001 "float2 TexCoord : TEXCOORD0,\n"
2002 "uniform sampler2D Texture_First,\n"
2003 "uniform float4 BloomBlur_Parameters,\n"
2004 "out float4 gl_FragColor : COLOR\n"
2008 " float2 tc = TexCoord;\n"
2009 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2010 " tc += BloomBlur_Parameters.xy;\n"
2011 " for (i = 1;i < SAMPLES;i++)\n"
2013 " color += tex2D(Texture_First, tc).rgb;\n"
2014 " tc += BloomBlur_Parameters.xy;\n"
2016 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2019 "#else // !MODE_BLOOMBLUR\n"
2020 "#ifdef MODE_REFRACTION\n"
2021 "#ifdef VERTEX_SHADER\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2027 "uniform float4x4 TexMatrix,\n"
2028 "uniform float3 EyePosition,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float2 TexCoord : TEXCOORD0,\n"
2031 "out float3 EyeVector : TEXCOORD1,\n"
2032 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2035 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2036 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2037 " ModelViewProjectionPosition = gl_Position;\n"
2041 "#ifdef FRAGMENT_SHADER\n"
2044 "float2 TexCoord : TEXCOORD0,\n"
2045 "float3 EyeVector : TEXCOORD1,\n"
2046 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2047 "uniform sampler2D Texture_Normal,\n"
2048 "uniform sampler2D Texture_Refraction,\n"
2049 "uniform sampler2D Texture_Reflection,\n"
2050 "uniform float4 DistortScaleRefractReflect,\n"
2051 "uniform float4 ScreenScaleRefractReflect,\n"
2052 "uniform float4 ScreenCenterRefractReflect,\n"
2053 "uniform float4 RefractColor,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2057 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2058 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2059 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2061 " // FIXME temporary hack to detect the case that the reflection\n"
2062 " // gets blackened at edges due to leaving the area that contains actual\n"
2064 " // Remove this 'ack once we have a better way to stop this thing from\n"
2066 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2071 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2074 "#else // !MODE_REFRACTION\n"
2079 "#ifdef MODE_WATER\n"
2080 "#ifdef VERTEX_SHADER\n"
2084 "float4 gl_Vertex : POSITION,\n"
2085 "uniform float4x4 ModelViewProjectionMatrix,\n"
2086 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2087 "uniform float4x4 TexMatrix,\n"
2088 "uniform float3 EyePosition,\n"
2089 "out float4 gl_Position : POSITION,\n"
2090 "out float2 TexCoord : TEXCOORD0,\n"
2091 "out float3 EyeVector : TEXCOORD1,\n"
2092 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2095 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2096 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2097 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2098 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2099 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2100 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 " ModelViewProjectionPosition = gl_Position;\n"
2105 "#ifdef FRAGMENT_SHADER\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "float3 EyeVector : TEXCOORD1,\n"
2110 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2111 "uniform sampler2D Texture_Normal,\n"
2112 "uniform sampler2D Texture_Refraction,\n"
2113 "uniform sampler2D Texture_Reflection,\n"
2114 "uniform float4 DistortScaleRefractReflect,\n"
2115 "uniform float4 ScreenScaleRefractReflect,\n"
2116 "uniform float4 ScreenCenterRefractReflect,\n"
2117 "uniform float4 RefractColor,\n"
2118 "uniform float4 ReflectColor,\n"
2119 "uniform float ReflectFactor,\n"
2120 "uniform float ReflectOffset,\n"
2121 "out float4 gl_FragColor : COLOR\n"
2124 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2125 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2126 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2128 " // FIXME temporary hack to detect the case that the reflection\n"
2129 " // gets blackened at edges due to leaving the area that contains actual\n"
2131 " // Remove this 'ack once we have a better way to stop this thing from\n"
2133 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2134 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2135 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2136 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2137 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2138 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2139 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2140 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2142 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2143 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2144 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2147 "#else // !MODE_WATER\n"
2152 "// 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"
2154 "// fragment shader specific:\n"
2155 "#ifdef FRAGMENT_SHADER\n"
2158 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2161 "#ifdef USEFOGOUTSIDE\n"
2162 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2164 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2166 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2170 "#ifdef USEOFFSETMAPPING\n"
2171 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2173 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2174 " // 14 sample relief mapping: linear search and then binary search\n"
2175 " // this basically steps forward a small amount repeatedly until it finds\n"
2176 " // itself inside solid, then jitters forward and back using decreasing\n"
2177 " // amounts to find the impact\n"
2178 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2179 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2180 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 " float3 RT = float3(TexCoord, 1);\n"
2182 " OffsetVector *= 0.1;\n"
2183 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2184 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2193 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2194 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2195 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2196 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2199 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2200 " // this basically moves forward the full distance, and then backs up based\n"
2201 " // on height of samples\n"
2202 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2203 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2204 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2205 " TexCoord += OffsetVector;\n"
2206 " OffsetVector *= 0.333;\n"
2207 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2208 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 " return TexCoord;\n"
2213 "#endif // USEOFFSETMAPPING\n"
2215 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2216 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2217 "# ifdef USESHADOWMAPORTHO\n"
2218 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2220 "# ifdef USESHADOWMAPVSDCT\n"
2221 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2223 " float3 adir = abs(dir);\n"
2224 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2225 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2226 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2227 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2228 " stc.z += ShadowMap_Parameters.z;\n"
2232 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2234 " float3 adir = abs(dir);\n"
2238 " if (adir.x > adir.y)\n"
2240 " if (adir.x > adir.z) // X\n"
2244 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2250 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2255 " if (adir.y > adir.z) // Y\n"
2259 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2265 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2269 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2270 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2271 " stc.z += ShadowMap_Parameters.z;\n"
2276 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2278 "#ifdef USESHADOWMAPCUBE\n"
2279 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2281 " float3 adir = abs(dir);\n"
2282 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2286 "# ifdef USESHADOWMAPRECT\n"
2287 "#ifdef USESHADOWMAPVSDCT\n"
2288 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2290 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2293 "#ifdef USESHADOWMAPVSDCT\n"
2294 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2296 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2299 "# ifdef USESHADOWSAMPLER\n"
2301 "# ifdef USESHADOWMAPPCF\n"
2302 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2303 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2305 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2310 "# ifdef USESHADOWMAPPCF\n"
2311 "# if USESHADOWMAPPCF > 1\n"
2312 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2313 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2314 " 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"
2315 " 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"
2316 " 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"
2317 " 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"
2318 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2319 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2321 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2322 " float2 offset = frac(shadowmaptc.xy);\n"
2323 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2324 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2325 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2326 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2327 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2330 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2334 "# ifdef USESHADOWMAPORTHO\n"
2335 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2342 "# ifdef USESHADOWMAP2D\n"
2343 "#ifdef USESHADOWMAPVSDCT\n"
2344 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2346 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2349 "#ifdef USESHADOWMAPVSDCT\n"
2350 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2352 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2356 "# ifdef USESHADOWSAMPLER\n"
2357 "# ifdef USESHADOWMAPPCF\n"
2358 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2359 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2360 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2362 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2365 "# ifdef USESHADOWMAPPCF\n"
2366 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2367 "# ifdef GL_ARB_texture_gather\n"
2368 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2370 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2372 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2373 " center *= ShadowMap_TextureScale;\n"
2374 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2375 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2376 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2377 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2378 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2379 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2380 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2382 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2383 "# if USESHADOWMAPPCF > 1\n"
2384 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2385 " center *= ShadowMap_TextureScale;\n"
2386 " 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"
2387 " 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"
2388 " 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"
2389 " 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"
2390 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2391 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2393 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2394 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2395 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2396 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2397 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2398 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2402 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2405 "# ifdef USESHADOWMAPORTHO\n"
2406 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2413 "# ifdef USESHADOWMAPCUBE\n"
2414 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2416 " // apply depth texture cubemap as light filter\n"
2417 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2419 "# ifdef USESHADOWSAMPLER\n"
2420 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2422 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2427 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2428 "#endif // FRAGMENT_SHADER\n"
2433 "#ifdef MODE_DEFERREDGEOMETRY\n"
2434 "#ifdef VERTEX_SHADER\n"
2437 "float4 gl_Vertex : POSITION,\n"
2438 "uniform float4x4 ModelViewProjectionMatrix,\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 "float4 gl_Color : COLOR0,\n"
2442 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2443 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2444 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2445 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2446 "uniform float4x4 TexMatrix,\n"
2447 "#ifdef USEVERTEXTEXTUREBLEND\n"
2448 "uniform float4x4 BackgroundTexMatrix,\n"
2450 "uniform float4x4 ModelViewMatrix,\n"
2451 "#ifdef USEOFFSETMAPPING\n"
2452 "uniform float3 EyePosition,\n"
2454 "out float4 gl_Position : POSITION,\n"
2455 "out float4 gl_FrontColor : COLOR,\n"
2456 "out float4 TexCoordBoth : TEXCOORD0,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "out float3 EyeVector : TEXCOORD2,\n"
2460 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2461 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2462 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2465 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2466 "#ifdef USEVERTEXTEXTUREBLEND\n"
2467 " gl_FrontColor = gl_Color;\n"
2468 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2471 " // transform unnormalized eye direction into tangent space\n"
2472 "#ifdef USEOFFSETMAPPING\n"
2473 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2474 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2475 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2476 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2479 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2480 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2481 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2482 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2484 "#endif // VERTEX_SHADER\n"
2486 "#ifdef FRAGMENT_SHADER\n"
2489 "float4 TexCoordBoth : TEXCOORD0,\n"
2490 "float3 EyeVector : TEXCOORD2,\n"
2491 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2492 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2493 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2494 "uniform sampler2D Texture_Normal,\n"
2495 "#ifdef USEALPHAKILL\n"
2496 "uniform sampler2D Texture_Color,\n"
2498 "uniform sampler2D Texture_Gloss,\n"
2499 "#ifdef USEVERTEXTEXTUREBLEND\n"
2500 "uniform sampler2D Texture_SecondaryNormal,\n"
2501 "uniform sampler2D Texture_SecondaryGloss,\n"
2503 "#ifdef USEOFFSETMAPPING\n"
2504 "uniform float OffsetMapping_Scale,\n"
2506 "uniform half SpecularPower,\n"
2507 "out float4 gl_FragColor : COLOR\n"
2510 " float2 TexCoord = TexCoordBoth.xy;\n"
2511 "#ifdef USEOFFSETMAPPING\n"
2512 " // apply offsetmapping\n"
2513 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2514 "#define TexCoord TexCoordOffset\n"
2517 "#ifdef USEALPHAKILL\n"
2518 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2522 "#ifdef USEVERTEXTEXTUREBLEND\n"
2523 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2524 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2525 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2526 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2529 "#ifdef USEVERTEXTEXTUREBLEND\n"
2530 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2531 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2533 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2534 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2537 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2539 "#endif // FRAGMENT_SHADER\n"
2540 "#else // !MODE_DEFERREDGEOMETRY\n"
2545 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2546 "#ifdef VERTEX_SHADER\n"
2549 "float4 gl_Vertex : POSITION,\n"
2550 "uniform float4x4 ModelViewProjectionMatrix,\n"
2551 "uniform float4x4 ModelViewMatrix,\n"
2552 "out float4 gl_Position : POSITION,\n"
2553 "out float4 ModelViewPosition : TEXCOORD0\n"
2556 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2557 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "#endif // VERTEX_SHADER\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2564 "float2 Pixel : WPOS,\n"
2565 "float4 ModelViewPosition : TEXCOORD0,\n"
2566 "uniform float4x4 ViewToLight,\n"
2567 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2568 "uniform float3 LightPosition,\n"
2569 "uniform half2 PixelToScreenTexCoord,\n"
2570 "uniform half3 DeferredColor_Ambient,\n"
2571 "uniform half3 DeferredColor_Diffuse,\n"
2572 "#ifdef USESPECULAR\n"
2573 "uniform half3 DeferredColor_Specular,\n"
2574 "uniform half SpecularPower,\n"
2576 "uniform sampler2D Texture_Attenuation,\n"
2577 "uniform sampler2D Texture_ScreenDepth,\n"
2578 "uniform sampler2D Texture_ScreenNormalMap,\n"
2580 "#ifdef USESHADOWMAPRECT\n"
2581 "# ifdef USESHADOWSAMPLER\n"
2582 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2584 "uniform samplerRECT Texture_ShadowMapRect,\n"
2588 "#ifdef USESHADOWMAP2D\n"
2589 "# ifdef USESHADOWSAMPLER\n"
2590 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2592 "uniform sampler2D Texture_ShadowMap2D,\n"
2596 "#ifdef USESHADOWMAPVSDCT\n"
2597 "uniform samplerCUBE Texture_CubeProjection,\n"
2600 "#ifdef USESHADOWMAPCUBE\n"
2601 "# ifdef USESHADOWSAMPLER\n"
2602 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2604 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2608 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2609 "uniform float2 ShadowMap_TextureScale,\n"
2610 "uniform float4 ShadowMap_Parameters,\n"
2613 "out float4 gl_FragData0 : COLOR0,\n"
2614 "out float4 gl_FragData1 : COLOR1\n"
2617 " // calculate viewspace pixel position\n"
2618 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2619 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2620 " float3 position;\n"
2621 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2622 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2623 " // decode viewspace pixel normal\n"
2624 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2625 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2626 " // surfacenormal = pixel normal in viewspace\n"
2627 " // LightVector = pixel to light in viewspace\n"
2628 " // CubeVector = position in lightspace\n"
2629 " // eyevector = pixel to view in viewspace\n"
2630 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2631 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2632 "#ifdef USEDIFFUSE\n"
2633 " // calculate diffuse shading\n"
2634 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2635 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2637 "#ifdef USESPECULAR\n"
2638 " // calculate directional shading\n"
2639 " float3 eyevector = position * -1.0;\n"
2640 "# ifdef USEEXACTSPECULARMATH\n"
2641 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2643 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2644 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2648 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2649 " fade *= ShadowMapCompare(CubeVector,\n"
2650 "# if defined(USESHADOWMAP2D)\n"
2651 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2653 "# if defined(USESHADOWMAPRECT)\n"
2654 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2656 "# if defined(USESHADOWMAPCUBE)\n"
2657 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2660 "#ifdef USESHADOWMAPVSDCT\n"
2661 ", Texture_CubeProjection\n"
2666 "#ifdef USEDIFFUSE\n"
2667 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2669 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2671 "#ifdef USESPECULAR\n"
2672 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2674 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2677 "# ifdef USECUBEFILTER\n"
2678 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2679 " gl_FragData0.rgb *= cubecolor;\n"
2680 " gl_FragData1.rgb *= cubecolor;\n"
2683 "#endif // FRAGMENT_SHADER\n"
2684 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2689 "#ifdef VERTEX_SHADER\n"
2692 "float4 gl_Vertex : POSITION,\n"
2693 "uniform float4x4 ModelViewProjectionMatrix,\n"
2694 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2695 "float4 gl_Color : COLOR0,\n"
2697 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2698 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2699 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2700 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2701 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2703 "uniform float3 EyePosition,\n"
2704 "uniform float4x4 TexMatrix,\n"
2705 "#ifdef USEVERTEXTEXTUREBLEND\n"
2706 "uniform float4x4 BackgroundTexMatrix,\n"
2708 "#ifdef MODE_LIGHTSOURCE\n"
2709 "uniform float4x4 ModelToLight,\n"
2711 "#ifdef MODE_LIGHTSOURCE\n"
2712 "uniform float3 LightPosition,\n"
2714 "#ifdef MODE_LIGHTDIRECTION\n"
2715 "uniform float3 LightDir,\n"
2717 "uniform float4 FogPlane,\n"
2718 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2719 "uniform float3 LightPosition,\n"
2721 "#ifdef USESHADOWMAPORTHO\n"
2722 "uniform float4x4 ShadowMapMatrix,\n"
2725 "out float4 gl_FrontColor : COLOR,\n"
2726 "out float4 TexCoordBoth : TEXCOORD0,\n"
2727 "#ifdef USELIGHTMAP\n"
2728 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2730 "#ifdef USEEYEVECTOR\n"
2731 "out float3 EyeVector : TEXCOORD2,\n"
2733 "#ifdef USEREFLECTION\n"
2734 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2737 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2739 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2740 "out float3 LightVector : TEXCOORD5,\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 "out float3 CubeVector : TEXCOORD3,\n"
2745 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2746 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2747 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2748 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2750 "#ifdef USESHADOWMAPORTHO\n"
2751 "out float3 ShadowMapTC : TEXCOORD8,\n"
2753 "out float4 gl_Position : POSITION\n"
2756 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2757 " gl_FrontColor = gl_Color;\n"
2759 " // copy the surface texcoord\n"
2760 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2761 "#ifdef USEVERTEXTEXTUREBLEND\n"
2762 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2764 "#ifdef USELIGHTMAP\n"
2765 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2768 "#ifdef MODE_LIGHTSOURCE\n"
2769 " // transform vertex position into light attenuation/cubemap space\n"
2770 " // (-1 to +1 across the light box)\n"
2771 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2773 "# ifdef USEDIFFUSE\n"
2774 " // transform unnormalized light direction into tangent space\n"
2775 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2776 " // normalize it per pixel)\n"
2777 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2778 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2779 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2780 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2784 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2785 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2786 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2787 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2790 " // transform unnormalized eye direction into tangent space\n"
2791 "#ifdef USEEYEVECTOR\n"
2792 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2793 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2794 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2795 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2799 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2800 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2803 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2804 " VectorS = gl_MultiTexCoord1.xyz;\n"
2805 " VectorT = gl_MultiTexCoord2.xyz;\n"
2806 " VectorR = gl_MultiTexCoord3.xyz;\n"
2809 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2810 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2812 "#ifdef USESHADOWMAPORTHO\n"
2813 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2816 "#ifdef USEREFLECTION\n"
2817 " ModelViewProjectionPosition = gl_Position;\n"
2820 "#endif // VERTEX_SHADER\n"
2825 "#ifdef FRAGMENT_SHADER\n"
2828 "#ifdef USEDEFERREDLIGHTMAP\n"
2829 "float2 Pixel : WPOS,\n"
2831 "float4 gl_FrontColor : COLOR,\n"
2832 "float4 TexCoordBoth : TEXCOORD0,\n"
2833 "#ifdef USELIGHTMAP\n"
2834 "float2 TexCoordLightmap : TEXCOORD1,\n"
2836 "#ifdef USEEYEVECTOR\n"
2837 "float3 EyeVector : TEXCOORD2,\n"
2839 "#ifdef USEREFLECTION\n"
2840 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2843 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2845 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2846 "float3 LightVector : TEXCOORD5,\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "float3 CubeVector : TEXCOORD3,\n"
2851 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2852 "float4 ModelViewPosition : TEXCOORD0,\n"
2854 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2855 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2856 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2857 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2859 "#ifdef USESHADOWMAPORTHO\n"
2860 "float3 ShadowMapTC : TEXCOORD8\n"
2863 "uniform sampler2D Texture_Normal,\n"
2864 "uniform sampler2D Texture_Color,\n"
2865 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2866 "uniform sampler2D Texture_Gloss,\n"
2869 "uniform sampler2D Texture_Glow,\n"
2871 "#ifdef USEVERTEXTEXTUREBLEND\n"
2872 "uniform sampler2D Texture_SecondaryNormal,\n"
2873 "uniform sampler2D Texture_SecondaryColor,\n"
2874 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2875 "uniform sampler2D Texture_SecondaryGloss,\n"
2878 "uniform sampler2D Texture_SecondaryGlow,\n"
2881 "#ifdef USECOLORMAPPING\n"
2882 "uniform sampler2D Texture_Pants,\n"
2883 "uniform sampler2D Texture_Shirt,\n"
2886 "uniform sampler2D Texture_FogMask,\n"
2888 "#ifdef USELIGHTMAP\n"
2889 "uniform sampler2D Texture_Lightmap,\n"
2891 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2892 "uniform sampler2D Texture_Deluxemap,\n"
2894 "#ifdef USEREFLECTION\n"
2895 "uniform sampler2D Texture_Reflection,\n"
2898 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2899 "uniform sampler2D Texture_ScreenDepth,\n"
2900 "uniform sampler2D Texture_ScreenNormalMap,\n"
2902 "#ifdef USEDEFERREDLIGHTMAP\n"
2903 "uniform sampler2D Texture_ScreenDiffuse,\n"
2904 "uniform sampler2D Texture_ScreenSpecular,\n"
2907 "#ifdef USECOLORMAPPING\n"
2908 "uniform half3 Color_Pants,\n"
2909 "uniform half3 Color_Shirt,\n"
2912 "uniform float3 FogColor,\n"
2913 "uniform float FogRangeRecip,\n"
2914 "uniform float FogPlaneViewDist,\n"
2915 "uniform float FogHeightFade,\n"
2918 "#ifdef USEOFFSETMAPPING\n"
2919 "uniform float OffsetMapping_Scale,\n"
2922 "#ifdef USEDEFERREDLIGHTMAP\n"
2923 "uniform half2 PixelToScreenTexCoord,\n"
2924 "uniform half3 DeferredMod_Diffuse,\n"
2925 "uniform half3 DeferredMod_Specular,\n"
2927 "uniform half3 Color_Ambient,\n"
2928 "uniform half3 Color_Diffuse,\n"
2929 "uniform half3 Color_Specular,\n"
2930 "uniform half SpecularPower,\n"
2932 "uniform half3 Color_Glow,\n"
2934 "uniform half Alpha,\n"
2935 "#ifdef USEREFLECTION\n"
2936 "uniform float4 DistortScaleRefractReflect,\n"
2937 "uniform float4 ScreenScaleRefractReflect,\n"
2938 "uniform float4 ScreenCenterRefractReflect,\n"
2939 "uniform half4 ReflectColor,\n"
2941 "#ifdef USEREFLECTCUBE\n"
2942 "uniform float4x4 ModelToReflectCube,\n"
2943 "uniform sampler2D Texture_ReflectMask,\n"
2944 "uniform samplerCUBE Texture_ReflectCube,\n"
2946 "#ifdef MODE_LIGHTDIRECTION\n"
2947 "uniform half3 LightColor,\n"
2949 "#ifdef MODE_LIGHTSOURCE\n"
2950 "uniform half3 LightColor,\n"
2953 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2954 "uniform sampler2D Texture_Attenuation,\n"
2955 "uniform samplerCUBE Texture_Cube,\n"
2958 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2960 "#ifdef USESHADOWMAPRECT\n"
2961 "# ifdef USESHADOWSAMPLER\n"
2962 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2964 "uniform samplerRECT Texture_ShadowMapRect,\n"
2968 "#ifdef USESHADOWMAP2D\n"
2969 "# ifdef USESHADOWSAMPLER\n"
2970 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2972 "uniform sampler2D Texture_ShadowMap2D,\n"
2976 "#ifdef USESHADOWMAPVSDCT\n"
2977 "uniform samplerCUBE Texture_CubeProjection,\n"
2980 "#ifdef USESHADOWMAPCUBE\n"
2981 "# ifdef USESHADOWSAMPLER\n"
2982 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2984 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2988 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2989 "uniform float2 ShadowMap_TextureScale,\n"
2990 "uniform float4 ShadowMap_Parameters,\n"
2992 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2994 "out float4 gl_FragColor : COLOR\n"
2997 " float2 TexCoord = TexCoordBoth.xy;\n"
2998 "#ifdef USEVERTEXTEXTUREBLEND\n"
2999 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 " // apply offsetmapping\n"
3003 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3004 "#define TexCoord TexCoordOffset\n"
3007 " // combine the diffuse textures (base, pants, shirt)\n"
3008 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3009 "#ifdef USEALPHAKILL\n"
3010 " if (color.a < 0.5)\n"
3013 " color.a *= Alpha;\n"
3014 "#ifdef USECOLORMAPPING\n"
3015 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3017 "#ifdef USEVERTEXTEXTUREBLEND\n"
3018 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3019 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3020 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3021 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3023 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3026 " // get the surface normal\n"
3027 "#ifdef USEVERTEXTEXTUREBLEND\n"
3028 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3030 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3033 " // get the material colors\n"
3034 " half3 diffusetex = color.rgb;\n"
3035 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3036 "# ifdef USEVERTEXTEXTUREBLEND\n"
3037 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3039 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3043 "#ifdef USEREFLECTCUBE\n"
3044 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3045 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3046 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3047 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3053 "#ifdef MODE_LIGHTSOURCE\n"
3054 " // light source\n"
3055 "#ifdef USEDIFFUSE\n"
3056 " half3 lightnormal = half3(normalize(LightVector));\n"
3057 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3058 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3059 "#ifdef USESPECULAR\n"
3060 "#ifdef USEEXACTSPECULARMATH\n"
3061 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3063 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3064 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3066 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3069 " color.rgb = diffusetex * Color_Ambient;\n"
3071 " color.rgb *= LightColor;\n"
3072 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3073 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3074 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3075 "# if defined(USESHADOWMAP2D)\n"
3076 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3078 "# if defined(USESHADOWMAPRECT)\n"
3079 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3081 "# if defined(USESHADOWMAPCUBE)\n"
3082 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3085 "#ifdef USESHADOWMAPVSDCT\n"
3086 ", Texture_CubeProjection\n"
3091 "# ifdef USECUBEFILTER\n"
3092 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3094 "#endif // MODE_LIGHTSOURCE\n"
3099 "#ifdef MODE_LIGHTDIRECTION\n"
3101 "#ifdef USEDIFFUSE\n"
3102 " half3 lightnormal = half3(normalize(LightVector));\n"
3104 "#define lightcolor LightColor\n"
3105 "#endif // MODE_LIGHTDIRECTION\n"
3106 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3108 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3109 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3110 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3111 " // convert modelspace light vector to tangentspace\n"
3112 " half3 lightnormal;\n"
3113 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3114 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3115 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3116 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3117 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3118 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3119 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3120 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3121 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3122 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3123 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3124 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3125 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3126 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3127 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3129 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3130 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3131 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3137 "#ifdef MODE_LIGHTMAP\n"
3138 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3139 "#endif // MODE_LIGHTMAP\n"
3140 "#ifdef MODE_VERTEXCOLOR\n"
3141 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3142 "#endif // MODE_VERTEXCOLOR\n"
3143 "#ifdef MODE_FLATCOLOR\n"
3144 " color.rgb = diffusetex * Color_Ambient;\n"
3145 "#endif // MODE_FLATCOLOR\n"
3151 "# ifdef USEDIFFUSE\n"
3152 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3153 "# ifdef USESPECULAR\n"
3154 "# ifdef USEEXACTSPECULARMATH\n"
3155 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3157 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3158 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3160 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3162 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3165 " color.rgb = diffusetex * Color_Ambient;\n"
3169 "#ifdef USESHADOWMAPORTHO\n"
3170 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3171 "# if defined(USESHADOWMAP2D)\n"
3172 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3174 "# if defined(USESHADOWMAPRECT)\n"
3175 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3180 "#ifdef USEDEFERREDLIGHTMAP\n"
3181 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3182 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3183 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3187 "#ifdef USEVERTEXTEXTUREBLEND\n"
3188 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3190 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3195 "#ifdef MODE_LIGHTSOURCE\n"
3196 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3198 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3202 " // 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"
3203 "#ifdef USEREFLECTION\n"
3204 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3205 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3206 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3207 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3208 " // FIXME temporary hack to detect the case that the reflection\n"
3209 " // gets blackened at edges due to leaving the area that contains actual\n"
3211 " // Remove this 'ack once we have a better way to stop this thing from\n"
3213 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3214 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3215 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3216 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3217 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3218 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3221 " gl_FragColor = float4(color);\n"
3223 "#endif // FRAGMENT_SHADER\n"
3225 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3226 "#endif // !MODE_DEFERREDGEOMETRY\n"
3227 "#endif // !MODE_WATER\n"
3228 "#endif // !MODE_REFRACTION\n"
3229 "#endif // !MODE_BLOOMBLUR\n"
3230 "#endif // !MODE_GENERIC\n"
3231 "#endif // !MODE_POSTPROCESS\n"
3232 "#endif // !MODE_SHOWDEPTH\n"
3233 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3236 char *glslshaderstring = NULL;
3237 char *cgshaderstring = NULL;
3239 //=======================================================================================================================================================
3241 typedef struct shaderpermutationinfo_s
3243 const char *pretext;
3246 shaderpermutationinfo_t;
3248 typedef struct shadermodeinfo_s
3250 const char *vertexfilename;
3251 const char *geometryfilename;
3252 const char *fragmentfilename;
3253 const char *pretext;
3258 typedef enum shaderpermutation_e
3260 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3261 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3262 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3263 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3264 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3265 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3266 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3267 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3268 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3269 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3270 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3271 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3272 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3273 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3274 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3275 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3276 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3277 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3278 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3279 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3280 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3281 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3282 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3283 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3284 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3285 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3286 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3287 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3288 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3289 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3291 shaderpermutation_t;
3293 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3294 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3296 {"#define USEDIFFUSE\n", " diffuse"},
3297 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3298 {"#define USEVIEWTINT\n", " viewtint"},
3299 {"#define USECOLORMAPPING\n", " colormapping"},
3300 {"#define USESATURATION\n", " saturation"},
3301 {"#define USEFOGINSIDE\n", " foginside"},
3302 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3303 {"#define USEGAMMARAMPS\n", " gammaramps"},
3304 {"#define USECUBEFILTER\n", " cubefilter"},
3305 {"#define USEGLOW\n", " glow"},
3306 {"#define USEBLOOM\n", " bloom"},
3307 {"#define USESPECULAR\n", " specular"},
3308 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3309 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3310 {"#define USEREFLECTION\n", " reflection"},
3311 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3312 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3313 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3314 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3315 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3316 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3317 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3318 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3319 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3320 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3321 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3322 {"#define USEALPHAKILL\n", " alphakill"},
3323 {"#define USEREFLECTCUBE\n", " reflectcube"},
3326 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3327 typedef enum shadermode_e
3329 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3330 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3331 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3332 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3333 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3334 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3335 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3336 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3337 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3338 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3339 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3340 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3341 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3342 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3343 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3348 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3349 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3351 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3352 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3353 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3354 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3355 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3356 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3357 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3358 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3359 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3360 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3361 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3362 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3363 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3364 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3365 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3369 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3371 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3372 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3373 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3374 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3375 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3376 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3377 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3378 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3379 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3380 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3381 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3382 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3383 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3384 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3385 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3389 struct r_glsl_permutation_s;
3390 typedef struct r_glsl_permutation_s
3392 /// hash lookup data
3393 struct r_glsl_permutation_s *hashnext;
3395 unsigned int permutation;
3397 /// indicates if we have tried compiling this permutation already
3399 /// 0 if compilation failed
3401 /// locations of detected uniforms in program object, or -1 if not found
3402 int loc_Texture_First;
3403 int loc_Texture_Second;
3404 int loc_Texture_GammaRamps;
3405 int loc_Texture_Normal;
3406 int loc_Texture_Color;
3407 int loc_Texture_Gloss;
3408 int loc_Texture_Glow;
3409 int loc_Texture_SecondaryNormal;
3410 int loc_Texture_SecondaryColor;
3411 int loc_Texture_SecondaryGloss;
3412 int loc_Texture_SecondaryGlow;
3413 int loc_Texture_Pants;
3414 int loc_Texture_Shirt;
3415 int loc_Texture_FogMask;
3416 int loc_Texture_Lightmap;
3417 int loc_Texture_Deluxemap;
3418 int loc_Texture_Attenuation;
3419 int loc_Texture_Cube;
3420 int loc_Texture_Refraction;
3421 int loc_Texture_Reflection;
3422 int loc_Texture_ShadowMapRect;
3423 int loc_Texture_ShadowMapCube;
3424 int loc_Texture_ShadowMap2D;
3425 int loc_Texture_CubeProjection;
3426 int loc_Texture_ScreenDepth;
3427 int loc_Texture_ScreenNormalMap;
3428 int loc_Texture_ScreenDiffuse;
3429 int loc_Texture_ScreenSpecular;
3430 int loc_Texture_ReflectMask;
3431 int loc_Texture_ReflectCube;
3433 int loc_BloomBlur_Parameters;
3435 int loc_Color_Ambient;
3436 int loc_Color_Diffuse;
3437 int loc_Color_Specular;
3439 int loc_Color_Pants;
3440 int loc_Color_Shirt;
3441 int loc_DeferredColor_Ambient;
3442 int loc_DeferredColor_Diffuse;
3443 int loc_DeferredColor_Specular;
3444 int loc_DeferredMod_Diffuse;
3445 int loc_DeferredMod_Specular;
3446 int loc_DistortScaleRefractReflect;
3447 int loc_EyePosition;
3449 int loc_FogHeightFade;
3451 int loc_FogPlaneViewDist;
3452 int loc_FogRangeRecip;
3455 int loc_LightPosition;
3456 int loc_OffsetMapping_Scale;
3458 int loc_ReflectColor;
3459 int loc_ReflectFactor;
3460 int loc_ReflectOffset;
3461 int loc_RefractColor;
3463 int loc_ScreenCenterRefractReflect;
3464 int loc_ScreenScaleRefractReflect;
3465 int loc_ScreenToDepth;
3466 int loc_ShadowMap_Parameters;
3467 int loc_ShadowMap_TextureScale;
3468 int loc_SpecularPower;
3473 int loc_ViewTintColor;
3474 int loc_ViewToLight;
3475 int loc_ModelToLight;
3477 int loc_BackgroundTexMatrix;
3478 int loc_ModelViewProjectionMatrix;
3479 int loc_ModelViewMatrix;
3480 int loc_PixelToScreenTexCoord;
3481 int loc_ModelToReflectCube;
3482 int loc_ShadowMapMatrix;
3484 r_glsl_permutation_t;
3486 #define SHADERPERMUTATION_HASHSIZE 256
3488 /// information about each possible shader permutation
3489 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3490 /// currently selected permutation
3491 r_glsl_permutation_t *r_glsl_permutation;
3492 /// storage for permutations linked in the hash table
3493 memexpandablearray_t r_glsl_permutationarray;
3495 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3497 //unsigned int hashdepth = 0;
3498 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3499 r_glsl_permutation_t *p;
3500 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3502 if (p->mode == mode && p->permutation == permutation)
3504 //if (hashdepth > 10)
3505 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3510 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3512 p->permutation = permutation;
3513 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3514 r_glsl_permutationhash[mode][hashindex] = p;
3515 //if (hashdepth > 10)
3516 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3520 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3523 if (!filename || !filename[0])
3525 if (!strcmp(filename, "glsl/default.glsl"))
3527 if (!glslshaderstring)
3529 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3530 if (glslshaderstring)
3531 Con_DPrintf("Loading shaders from file %s...\n", filename);
3533 glslshaderstring = (char *)builtinshaderstring;
3535 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3536 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3537 return shaderstring;
3539 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3542 if (printfromdisknotice)
3543 Con_DPrintf("from disk %s... ", filename);
3544 return shaderstring;
3546 return shaderstring;
3549 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3552 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3553 int vertstrings_count = 0;
3554 int geomstrings_count = 0;
3555 int fragstrings_count = 0;
3556 char *vertexstring, *geometrystring, *fragmentstring;
3557 const char *vertstrings_list[32+3];
3558 const char *geomstrings_list[32+3];
3559 const char *fragstrings_list[32+3];
3560 char permutationname[256];
3567 permutationname[0] = 0;
3568 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3569 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3570 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3572 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3574 // the first pretext is which type of shader to compile as
3575 // (later these will all be bound together as a program object)
3576 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3577 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3578 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3580 // the second pretext is the mode (for example a light source)
3581 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3582 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3583 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3584 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3586 // now add all the permutation pretexts
3587 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3589 if (permutation & (1<<i))
3591 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3592 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3593 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3594 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3598 // keep line numbers correct
3599 vertstrings_list[vertstrings_count++] = "\n";
3600 geomstrings_list[geomstrings_count++] = "\n";
3601 fragstrings_list[fragstrings_count++] = "\n";
3605 // now append the shader text itself
3606 vertstrings_list[vertstrings_count++] = vertexstring;
3607 geomstrings_list[geomstrings_count++] = geometrystring;
3608 fragstrings_list[fragstrings_count++] = fragmentstring;
3610 // if any sources were NULL, clear the respective list
3612 vertstrings_count = 0;
3613 if (!geometrystring)
3614 geomstrings_count = 0;
3615 if (!fragmentstring)
3616 fragstrings_count = 0;
3618 // compile the shader program
3619 if (vertstrings_count + geomstrings_count + fragstrings_count)
3620 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3624 qglUseProgramObjectARB(p->program);CHECKGLERROR
3625 // look up all the uniform variable names we care about, so we don't
3626 // have to look them up every time we set them
3628 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3629 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3630 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3631 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3632 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3633 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3634 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3635 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3636 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3637 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3638 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3639 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3640 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3641 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3642 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3643 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3644 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3645 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3646 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3647 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3648 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3649 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3650 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3651 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3652 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3653 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3654 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3655 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3656 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3657 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3658 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3659 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3660 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3661 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3662 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3663 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3664 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3665 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3666 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3667 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3668 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3669 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3670 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3671 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3672 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3673 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3674 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3675 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3676 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3677 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3678 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3679 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3680 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3681 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3682 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3683 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3684 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3685 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3686 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3687 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3688 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3689 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3690 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3691 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3692 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3693 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3694 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3695 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3696 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3697 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3698 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3699 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3700 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3701 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3702 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3703 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3704 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3705 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3706 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3707 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3708 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3709 // initialize the samplers to refer to the texture units we use
3710 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3711 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3712 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3713 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3714 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3715 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3716 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3717 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3718 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3719 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3720 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3721 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3722 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3723 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3724 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3725 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3726 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3727 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3728 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3729 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3730 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3731 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3732 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3733 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3734 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3735 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3736 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3737 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3738 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3739 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3741 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3744 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3748 Mem_Free(vertexstring);
3750 Mem_Free(geometrystring);
3752 Mem_Free(fragmentstring);
3755 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3757 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3758 if (r_glsl_permutation != perm)
3760 r_glsl_permutation = perm;
3761 if (!r_glsl_permutation->program)
3763 if (!r_glsl_permutation->compiled)
3764 R_GLSL_CompilePermutation(perm, mode, permutation);
3765 if (!r_glsl_permutation->program)
3767 // remove features until we find a valid permutation
3769 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3771 // reduce i more quickly whenever it would not remove any bits
3772 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3773 if (!(permutation & j))
3776 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3777 if (!r_glsl_permutation->compiled)
3778 R_GLSL_CompilePermutation(perm, mode, permutation);
3779 if (r_glsl_permutation->program)
3782 if (i >= SHADERPERMUTATION_COUNT)
3784 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3785 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3786 qglUseProgramObjectARB(0);CHECKGLERROR
3787 return; // no bit left to clear, entire mode is broken
3792 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3794 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3795 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3796 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3800 #include <Cg/cgGL.h>
3801 struct r_cg_permutation_s;
3802 typedef struct r_cg_permutation_s
3804 /// hash lookup data
3805 struct r_cg_permutation_s *hashnext;
3807 unsigned int permutation;
3809 /// indicates if we have tried compiling this permutation already
3811 /// 0 if compilation failed
3814 /// locations of detected parameters in programs, or NULL if not found
3815 CGparameter vp_EyePosition;
3816 CGparameter vp_FogPlane;
3817 CGparameter vp_LightDir;
3818 CGparameter vp_LightPosition;
3819 CGparameter vp_ModelToLight;
3820 CGparameter vp_TexMatrix;
3821 CGparameter vp_BackgroundTexMatrix;
3822 CGparameter vp_ModelViewProjectionMatrix;
3823 CGparameter vp_ModelViewMatrix;
3824 CGparameter vp_ShadowMapMatrix;
3826 CGparameter fp_Texture_First;
3827 CGparameter fp_Texture_Second;
3828 CGparameter fp_Texture_GammaRamps;
3829 CGparameter fp_Texture_Normal;
3830 CGparameter fp_Texture_Color;
3831 CGparameter fp_Texture_Gloss;
3832 CGparameter fp_Texture_Glow;
3833 CGparameter fp_Texture_SecondaryNormal;
3834 CGparameter fp_Texture_SecondaryColor;
3835 CGparameter fp_Texture_SecondaryGloss;
3836 CGparameter fp_Texture_SecondaryGlow;
3837 CGparameter fp_Texture_Pants;
3838 CGparameter fp_Texture_Shirt;
3839 CGparameter fp_Texture_FogMask;
3840 CGparameter fp_Texture_Lightmap;
3841 CGparameter fp_Texture_Deluxemap;
3842 CGparameter fp_Texture_Attenuation;
3843 CGparameter fp_Texture_Cube;
3844 CGparameter fp_Texture_Refraction;
3845 CGparameter fp_Texture_Reflection;
3846 CGparameter fp_Texture_ShadowMapRect;
3847 CGparameter fp_Texture_ShadowMapCube;
3848 CGparameter fp_Texture_ShadowMap2D;
3849 CGparameter fp_Texture_CubeProjection;
3850 CGparameter fp_Texture_ScreenDepth;
3851 CGparameter fp_Texture_ScreenNormalMap;
3852 CGparameter fp_Texture_ScreenDiffuse;
3853 CGparameter fp_Texture_ScreenSpecular;
3854 CGparameter fp_Texture_ReflectMask;
3855 CGparameter fp_Texture_ReflectCube;
3856 CGparameter fp_Alpha;
3857 CGparameter fp_BloomBlur_Parameters;
3858 CGparameter fp_ClientTime;
3859 CGparameter fp_Color_Ambient;
3860 CGparameter fp_Color_Diffuse;
3861 CGparameter fp_Color_Specular;
3862 CGparameter fp_Color_Glow;
3863 CGparameter fp_Color_Pants;
3864 CGparameter fp_Color_Shirt;
3865 CGparameter fp_DeferredColor_Ambient;
3866 CGparameter fp_DeferredColor_Diffuse;
3867 CGparameter fp_DeferredColor_Specular;
3868 CGparameter fp_DeferredMod_Diffuse;
3869 CGparameter fp_DeferredMod_Specular;
3870 CGparameter fp_DistortScaleRefractReflect;
3871 CGparameter fp_EyePosition;
3872 CGparameter fp_FogColor;
3873 CGparameter fp_FogHeightFade;
3874 CGparameter fp_FogPlane;
3875 CGparameter fp_FogPlaneViewDist;
3876 CGparameter fp_FogRangeRecip;
3877 CGparameter fp_LightColor;
3878 CGparameter fp_LightDir;
3879 CGparameter fp_LightPosition;
3880 CGparameter fp_OffsetMapping_Scale;
3881 CGparameter fp_PixelSize;
3882 CGparameter fp_ReflectColor;
3883 CGparameter fp_ReflectFactor;
3884 CGparameter fp_ReflectOffset;
3885 CGparameter fp_RefractColor;
3886 CGparameter fp_Saturation;
3887 CGparameter fp_ScreenCenterRefractReflect;
3888 CGparameter fp_ScreenScaleRefractReflect;
3889 CGparameter fp_ScreenToDepth;
3890 CGparameter fp_ShadowMap_Parameters;
3891 CGparameter fp_ShadowMap_TextureScale;
3892 CGparameter fp_SpecularPower;
3893 CGparameter fp_UserVec1;
3894 CGparameter fp_UserVec2;
3895 CGparameter fp_UserVec3;
3896 CGparameter fp_UserVec4;
3897 CGparameter fp_ViewTintColor;
3898 CGparameter fp_ViewToLight;
3899 CGparameter fp_PixelToScreenTexCoord;
3900 CGparameter fp_ModelToReflectCube;
3904 /// information about each possible shader permutation
3905 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3906 /// currently selected permutation
3907 r_cg_permutation_t *r_cg_permutation;
3908 /// storage for permutations linked in the hash table
3909 memexpandablearray_t r_cg_permutationarray;
3911 #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));}}
3913 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3915 //unsigned int hashdepth = 0;
3916 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3917 r_cg_permutation_t *p;
3918 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3920 if (p->mode == mode && p->permutation == permutation)
3922 //if (hashdepth > 10)
3923 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3928 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3930 p->permutation = permutation;
3931 p->hashnext = r_cg_permutationhash[mode][hashindex];
3932 r_cg_permutationhash[mode][hashindex] = p;
3933 //if (hashdepth > 10)
3934 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3938 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3941 if (!filename || !filename[0])
3943 if (!strcmp(filename, "cg/default.cg"))
3945 if (!cgshaderstring)
3947 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3949 Con_DPrintf("Loading shaders from file %s...\n", filename);
3951 cgshaderstring = (char *)builtincgshaderstring;
3953 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3954 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3955 return shaderstring;
3957 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3960 if (printfromdisknotice)
3961 Con_DPrintf("from disk %s... ", filename);
3962 return shaderstring;
3964 return shaderstring;
3967 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3969 // TODO: load or create .fp and .vp shader files
3972 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3975 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3976 int vertstrings_count = 0, vertstring_length = 0;
3977 int geomstrings_count = 0, geomstring_length = 0;
3978 int fragstrings_count = 0, fragstring_length = 0;
3980 char *vertexstring, *geometrystring, *fragmentstring;
3981 char *vertstring, *geomstring, *fragstring;
3982 const char *vertstrings_list[32+3];
3983 const char *geomstrings_list[32+3];
3984 const char *fragstrings_list[32+3];
3985 char permutationname[256];
3986 char cachename[256];
3987 CGprofile vertexProfile;
3988 CGprofile fragmentProfile;
3996 permutationname[0] = 0;
3998 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3999 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4000 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4002 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4003 strlcat(cachename, "cg/", sizeof(cachename));
4005 // the first pretext is which type of shader to compile as
4006 // (later these will all be bound together as a program object)
4007 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4008 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4009 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4011 // the second pretext is the mode (for example a light source)
4012 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4013 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4014 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4015 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4016 strlcat(cachename, modeinfo->name, sizeof(cachename));
4018 // now add all the permutation pretexts
4019 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4021 if (permutation & (1<<i))
4023 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4024 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4025 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4026 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4027 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4031 // keep line numbers correct
4032 vertstrings_list[vertstrings_count++] = "\n";
4033 geomstrings_list[geomstrings_count++] = "\n";
4034 fragstrings_list[fragstrings_count++] = "\n";
4038 // replace spaces in the cachename with _ characters
4039 for (i = 0;cachename[i];i++)
4040 if (cachename[i] == ' ')
4043 // now append the shader text itself
4044 vertstrings_list[vertstrings_count++] = vertexstring;
4045 geomstrings_list[geomstrings_count++] = geometrystring;
4046 fragstrings_list[fragstrings_count++] = fragmentstring;
4048 // if any sources were NULL, clear the respective list
4050 vertstrings_count = 0;
4051 if (!geometrystring)
4052 geomstrings_count = 0;
4053 if (!fragmentstring)
4054 fragstrings_count = 0;
4056 vertstring_length = 0;
4057 for (i = 0;i < vertstrings_count;i++)
4058 vertstring_length += strlen(vertstrings_list[i]);
4059 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4060 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4061 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4063 geomstring_length = 0;
4064 for (i = 0;i < geomstrings_count;i++)
4065 geomstring_length += strlen(geomstrings_list[i]);
4066 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4067 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4068 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4070 fragstring_length = 0;
4071 for (i = 0;i < fragstrings_count;i++)
4072 fragstring_length += strlen(fragstrings_list[i]);
4073 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4074 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4075 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4079 //vertexProfile = CG_PROFILE_ARBVP1;
4080 //fragmentProfile = CG_PROFILE_ARBFP1;
4081 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4082 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4083 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4084 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4085 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4088 // try to load the cached shader, or generate one
4089 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4091 // if caching failed, do a dynamic compile for now
4093 if (vertstring[0] && !p->vprogram)
4094 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4096 if (fragstring[0] && !p->fprogram)
4097 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4100 // look up all the uniform variable names we care about, so we don't
4101 // have to look them up every time we set them
4105 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4106 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4107 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4108 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4109 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4110 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4111 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4112 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4113 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4114 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4115 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4116 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4122 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4123 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4124 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4125 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4126 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4127 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4128 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4129 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4130 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4131 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4132 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4133 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4134 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4135 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4136 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4137 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4138 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4139 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4140 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4141 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4142 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4143 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4144 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4145 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4146 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4147 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4148 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4149 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4150 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4151 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4152 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4153 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4154 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4155 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4156 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4157 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4158 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4159 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4160 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4161 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4162 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4163 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4164 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4165 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4166 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4167 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4168 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4169 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4170 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4171 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4172 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4173 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4174 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4175 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4176 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4177 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4178 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4179 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4180 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4181 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4182 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4183 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4184 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4185 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4186 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4187 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4188 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4189 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4190 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4191 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4192 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4193 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4194 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4195 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4196 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4197 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4198 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4202 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4203 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4205 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4209 Mem_Free(vertstring);
4211 Mem_Free(geomstring);
4213 Mem_Free(fragstring);
4215 Mem_Free(vertexstring);
4217 Mem_Free(geometrystring);
4219 Mem_Free(fragmentstring);
4222 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4224 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4227 if (r_cg_permutation != perm)
4229 r_cg_permutation = perm;
4230 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4232 if (!r_cg_permutation->compiled)
4233 R_CG_CompilePermutation(perm, mode, permutation);
4234 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4236 // remove features until we find a valid permutation
4238 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4240 // reduce i more quickly whenever it would not remove any bits
4241 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4242 if (!(permutation & j))
4245 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4246 if (!r_cg_permutation->compiled)
4247 R_CG_CompilePermutation(perm, mode, permutation);
4248 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4251 if (i >= SHADERPERMUTATION_COUNT)
4253 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4254 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4255 return; // no bit left to clear, entire mode is broken
4261 if (r_cg_permutation->vprogram)
4263 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4264 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4269 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4270 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4272 if (r_cg_permutation->fprogram)
4274 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4275 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4280 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4281 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4285 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4286 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4287 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4290 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4292 cgGLSetTextureParameter(param, R_GetTexture(tex));
4293 cgGLEnableTextureParameter(param);
4297 void R_GLSL_Restart_f(void)
4299 unsigned int i, limit;
4300 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4301 Mem_Free(glslshaderstring);
4302 glslshaderstring = NULL;
4303 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4304 Mem_Free(cgshaderstring);
4305 cgshaderstring = NULL;
4306 switch(vid.renderpath)
4308 case RENDERPATH_GL20:
4310 r_glsl_permutation_t *p;
4311 r_glsl_permutation = NULL;
4312 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4313 for (i = 0;i < limit;i++)
4315 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4317 GL_Backend_FreeProgram(p->program);
4318 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4321 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4324 case RENDERPATH_CGGL:
4327 r_cg_permutation_t *p;
4328 r_cg_permutation = NULL;
4329 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4330 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4332 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4334 for (i = 0;i < limit;i++)
4336 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4339 cgDestroyProgram(p->vprogram);
4341 cgDestroyProgram(p->fprogram);
4342 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4345 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4349 case RENDERPATH_GL13:
4350 case RENDERPATH_GL11:
4355 void R_GLSL_DumpShader_f(void)
4360 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4363 FS_Print(file, "/* The engine may define the following macros:\n");
4364 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4365 for (i = 0;i < SHADERMODE_COUNT;i++)
4366 FS_Print(file, glslshadermodeinfo[i].pretext);
4367 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4368 FS_Print(file, shaderpermutationinfo[i].pretext);
4369 FS_Print(file, "*/\n");
4370 FS_Print(file, builtinshaderstring);
4372 Con_Printf("glsl/default.glsl written\n");
4375 Con_Printf("failed to write to glsl/default.glsl\n");
4378 file = FS_OpenRealFile("cg/default.cg", "w", false);
4381 FS_Print(file, "/* The engine may define the following macros:\n");
4382 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4383 for (i = 0;i < SHADERMODE_COUNT;i++)
4384 FS_Print(file, cgshadermodeinfo[i].pretext);
4385 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4386 FS_Print(file, shaderpermutationinfo[i].pretext);
4387 FS_Print(file, "*/\n");
4388 FS_Print(file, builtincgshaderstring);
4390 Con_Printf("cg/default.cg written\n");
4393 Con_Printf("failed to write to cg/default.cg\n");
4397 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4400 texturemode = GL_MODULATE;
4401 switch (vid.renderpath)
4403 case RENDERPATH_GL20:
4404 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4405 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4406 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4408 case RENDERPATH_CGGL:
4411 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4412 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4413 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4416 case RENDERPATH_GL13:
4417 R_Mesh_TexBind(0, first );
4418 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4419 R_Mesh_TexBind(1, second);
4421 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4423 case RENDERPATH_GL11:
4424 R_Mesh_TexBind(0, first );
4429 void R_SetupShader_DepthOrShadow(void)
4431 switch (vid.renderpath)
4433 case RENDERPATH_GL20:
4434 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4436 case RENDERPATH_CGGL:
4438 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4441 case RENDERPATH_GL13:
4442 R_Mesh_TexBind(0, 0);
4443 R_Mesh_TexBind(1, 0);
4445 case RENDERPATH_GL11:
4446 R_Mesh_TexBind(0, 0);
4451 void R_SetupShader_ShowDepth(void)
4453 switch (vid.renderpath)
4455 case RENDERPATH_GL20:
4456 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4458 case RENDERPATH_CGGL:
4460 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4463 case RENDERPATH_GL13:
4465 case RENDERPATH_GL11:
4470 extern qboolean r_shadow_usingdeferredprepass;
4471 extern cvar_t r_shadow_deferred_8bitrange;
4472 extern rtexture_t *r_shadow_attenuationgradienttexture;
4473 extern rtexture_t *r_shadow_attenuation2dtexture;
4474 extern rtexture_t *r_shadow_attenuation3dtexture;
4475 extern qboolean r_shadow_usingshadowmaprect;
4476 extern qboolean r_shadow_usingshadowmapcube;
4477 extern qboolean r_shadow_usingshadowmap2d;
4478 extern qboolean r_shadow_usingshadowmaportho;
4479 extern float r_shadow_shadowmap_texturescale[2];
4480 extern float r_shadow_shadowmap_parameters[4];
4481 extern qboolean r_shadow_shadowmapvsdct;
4482 extern qboolean r_shadow_shadowmapsampler;
4483 extern int r_shadow_shadowmappcf;
4484 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4485 extern rtexture_t *r_shadow_shadowmap2dtexture;
4486 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4487 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4488 extern matrix4x4_t r_shadow_shadowmapmatrix;
4489 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4490 extern int r_shadow_prepass_width;
4491 extern int r_shadow_prepass_height;
4492 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4493 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4494 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4495 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4496 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4498 // select a permutation of the lighting shader appropriate to this
4499 // combination of texture, entity, light source, and fogging, only use the
4500 // minimum features necessary to avoid wasting rendering time in the
4501 // fragment shader on features that are not being used
4502 unsigned int permutation = 0;
4503 unsigned int mode = 0;
4505 if (rsurfacepass == RSURFPASS_BACKGROUND)
4507 // distorted background
4508 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4509 mode = SHADERMODE_WATER;
4511 mode = SHADERMODE_REFRACTION;
4512 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4513 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4514 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4515 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4516 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4517 R_Mesh_ColorPointer(NULL, 0, 0);
4518 GL_AlphaTest(false);
4519 GL_BlendFunc(GL_ONE, GL_ZERO);
4521 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4523 if (r_glsl_offsetmapping.integer)
4525 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4526 if (r_glsl_offsetmapping_reliefmapping.integer)
4527 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4529 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4530 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4531 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4532 permutation |= SHADERPERMUTATION_ALPHAKILL;
4533 // normalmap (deferred prepass), may use alpha test on diffuse
4534 mode = SHADERMODE_DEFERREDGEOMETRY;
4535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4536 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4537 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4538 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4539 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4540 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4541 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4542 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4543 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4545 R_Mesh_ColorPointer(NULL, 0, 0);
4546 GL_AlphaTest(false);
4547 GL_BlendFunc(GL_ONE, GL_ZERO);
4549 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4551 if (r_glsl_offsetmapping.integer)
4553 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4554 if (r_glsl_offsetmapping_reliefmapping.integer)
4555 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4558 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4560 mode = SHADERMODE_LIGHTSOURCE;
4561 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4562 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4563 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4564 permutation |= SHADERPERMUTATION_CUBEFILTER;
4565 if (diffusescale > 0)
4566 permutation |= SHADERPERMUTATION_DIFFUSE;
4567 if (specularscale > 0)
4569 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4570 if (r_shadow_glossexact.integer)
4571 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4573 if (r_refdef.fogenabled)
4574 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4575 if (rsurface.texture->colormapping)
4576 permutation |= SHADERPERMUTATION_COLORMAPPING;
4577 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4579 if (r_shadow_usingshadowmaprect)
4580 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4581 if (r_shadow_usingshadowmap2d)
4582 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4583 if (r_shadow_usingshadowmapcube)
4584 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4585 else if(r_shadow_shadowmapvsdct)
4586 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4588 if (r_shadow_shadowmapsampler)
4589 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4590 if (r_shadow_shadowmappcf > 1)
4591 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4592 else if (r_shadow_shadowmappcf)
4593 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4595 if (rsurface.texture->reflectmasktexture)
4596 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4597 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4598 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4600 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4601 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4602 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4607 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4608 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4610 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4611 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4612 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4614 R_Mesh_ColorPointer(NULL, 0, 0);
4615 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4616 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4618 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4620 if (r_glsl_offsetmapping.integer)
4622 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4623 if (r_glsl_offsetmapping_reliefmapping.integer)
4624 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 // unshaded geometry (fullbright or ambient model lighting)
4629 mode = SHADERMODE_FLATCOLOR;
4630 ambientscale = diffusescale = specularscale = 0;
4631 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4632 permutation |= SHADERPERMUTATION_GLOW;
4633 if (r_refdef.fogenabled)
4634 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4635 if (rsurface.texture->colormapping)
4636 permutation |= SHADERPERMUTATION_COLORMAPPING;
4637 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4639 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4640 if (r_shadow_usingshadowmaprect)
4641 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4642 if (r_shadow_usingshadowmap2d)
4643 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4645 if (r_shadow_shadowmapsampler)
4646 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4647 if (r_shadow_shadowmappcf > 1)
4648 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4649 else if (r_shadow_shadowmappcf)
4650 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4653 permutation |= SHADERPERMUTATION_REFLECTION;
4654 if (rsurface.texture->reflectmasktexture)
4655 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4656 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4657 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4659 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4660 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4665 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4666 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4667 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4669 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4670 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4671 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4673 R_Mesh_ColorPointer(NULL, 0, 0);
4674 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4675 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4677 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4679 if (r_glsl_offsetmapping.integer)
4681 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4682 if (r_glsl_offsetmapping_reliefmapping.integer)
4683 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4686 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4687 // directional model lighting
4688 mode = SHADERMODE_LIGHTDIRECTION;
4689 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4690 permutation |= SHADERPERMUTATION_GLOW;
4691 permutation |= SHADERPERMUTATION_DIFFUSE;
4692 if (specularscale > 0)
4694 permutation |= SHADERPERMUTATION_SPECULAR;
4695 if (r_shadow_glossexact.integer)
4696 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4698 if (r_refdef.fogenabled)
4699 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4700 if (rsurface.texture->colormapping)
4701 permutation |= SHADERPERMUTATION_COLORMAPPING;
4702 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4704 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4705 if (r_shadow_usingshadowmaprect)
4706 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4707 if (r_shadow_usingshadowmap2d)
4708 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4710 if (r_shadow_shadowmapsampler)
4711 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4712 if (r_shadow_shadowmappcf > 1)
4713 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4714 else if (r_shadow_shadowmappcf)
4715 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4717 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4718 permutation |= SHADERPERMUTATION_REFLECTION;
4719 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4720 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4721 if (rsurface.texture->reflectmasktexture)
4722 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4723 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4724 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4726 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4727 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4728 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4732 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4733 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4734 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4736 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4737 R_Mesh_ColorPointer(NULL, 0, 0);
4738 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4739 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4741 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4743 if (r_glsl_offsetmapping.integer)
4745 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4746 if (r_glsl_offsetmapping_reliefmapping.integer)
4747 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4749 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4750 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4751 // ambient model lighting
4752 mode = SHADERMODE_LIGHTDIRECTION;
4753 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4754 permutation |= SHADERPERMUTATION_GLOW;
4755 if (r_refdef.fogenabled)
4756 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4757 if (rsurface.texture->colormapping)
4758 permutation |= SHADERPERMUTATION_COLORMAPPING;
4759 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4761 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4762 if (r_shadow_usingshadowmaprect)
4763 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4764 if (r_shadow_usingshadowmap2d)
4765 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4767 if (r_shadow_shadowmapsampler)
4768 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4769 if (r_shadow_shadowmappcf > 1)
4770 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4771 else if (r_shadow_shadowmappcf)
4772 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4774 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4775 permutation |= SHADERPERMUTATION_REFLECTION;
4776 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4777 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4778 if (rsurface.texture->reflectmasktexture)
4779 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4780 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4781 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4783 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4784 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4785 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4789 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4790 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4791 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4793 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4794 R_Mesh_ColorPointer(NULL, 0, 0);
4795 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4796 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4800 if (r_glsl_offsetmapping.integer)
4802 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803 if (r_glsl_offsetmapping_reliefmapping.integer)
4804 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4807 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4809 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4810 permutation |= SHADERPERMUTATION_GLOW;
4811 if (r_refdef.fogenabled)
4812 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4813 if (rsurface.texture->colormapping)
4814 permutation |= SHADERPERMUTATION_COLORMAPPING;
4815 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4817 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4818 if (r_shadow_usingshadowmaprect)
4819 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4820 if (r_shadow_usingshadowmap2d)
4821 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4823 if (r_shadow_shadowmapsampler)
4824 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4825 if (r_shadow_shadowmappcf > 1)
4826 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4827 else if (r_shadow_shadowmappcf)
4828 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4830 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4831 permutation |= SHADERPERMUTATION_REFLECTION;
4832 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4833 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4834 if (rsurface.texture->reflectmasktexture)
4835 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4836 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4838 // deluxemapping (light direction texture)
4839 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4840 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4842 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4843 permutation |= SHADERPERMUTATION_DIFFUSE;
4844 if (specularscale > 0)
4846 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4847 if (r_shadow_glossexact.integer)
4848 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4850 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4851 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4852 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4854 R_Mesh_ColorPointer(NULL, 0, 0);
4856 else if (r_glsl_deluxemapping.integer >= 2)
4858 // fake deluxemapping (uniform light direction in tangentspace)
4859 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4860 permutation |= SHADERPERMUTATION_DIFFUSE;
4861 if (specularscale > 0)
4863 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4864 if (r_shadow_glossexact.integer)
4865 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4867 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4868 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4869 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4871 R_Mesh_ColorPointer(NULL, 0, 0);
4873 else if (rsurface.uselightmaptexture)
4875 // ordinary lightmapping (q1bsp, q3bsp)
4876 mode = SHADERMODE_LIGHTMAP;
4877 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4878 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4879 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4881 R_Mesh_ColorPointer(NULL, 0, 0);
4885 // ordinary vertex coloring (q3bsp)
4886 mode = SHADERMODE_VERTEXCOLOR;
4887 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4888 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4890 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4891 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4893 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4894 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4895 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4899 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4900 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4901 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4903 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4904 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4906 switch(vid.renderpath)
4908 case RENDERPATH_GL20:
4909 R_SetupShader_SetPermutationGLSL(mode, permutation);
4910 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4911 if (mode == SHADERMODE_LIGHTSOURCE)
4913 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4914 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4915 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4917 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4918 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);
4920 // additive passes are only darkened by fog, not tinted
4921 if (r_glsl_permutation->loc_FogColor >= 0)
4922 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4923 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4927 if (mode == SHADERMODE_FLATCOLOR)
4929 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4931 else if (mode == SHADERMODE_LIGHTDIRECTION)
4933 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4934 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4935 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);
4936 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4937 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);
4938 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4939 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]);
4943 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4944 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]);
4945 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);
4946 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4947 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);
4949 // additive passes are only darkened by fog, not tinted
4950 if (r_glsl_permutation->loc_FogColor >= 0)
4952 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4953 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4955 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957 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);
4958 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]);
4959 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]);
4960 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4961 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4962 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4963 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4964 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4966 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4967 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4968 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4969 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]);
4970 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]);
4972 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4973 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4974 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4975 if (r_glsl_permutation->loc_Color_Pants >= 0)
4977 if (rsurface.texture->pantstexture)
4978 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4980 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4982 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4984 if (rsurface.texture->shirttexture)
4985 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4987 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4989 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]);
4990 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4991 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4992 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4993 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4994 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]);
4995 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4997 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4998 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4999 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5000 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5001 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5002 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5003 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5004 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5005 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5006 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5007 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5008 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5009 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5010 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5011 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5012 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5013 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5014 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5015 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5016 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5017 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5018 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5019 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5020 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5021 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5022 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5024 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5025 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5026 if (rsurface.rtlight)
5028 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5029 if (r_shadow_usingshadowmapcube)
5030 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5031 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5036 case RENDERPATH_CGGL:
5038 R_SetupShader_SetPermutationCG(mode, permutation);
5039 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5040 if (mode == SHADERMODE_LIGHTSOURCE)
5042 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5043 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5047 if (mode == SHADERMODE_LIGHTDIRECTION)
5049 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
5052 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5053 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5054 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5055 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5056 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
5059 if (mode == SHADERMODE_LIGHTSOURCE)
5061 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5062 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5063 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5064 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5065 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
5067 // additive passes are only darkened by fog, not tinted
5068 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5069 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5073 if (mode == SHADERMODE_FLATCOLOR)
5075 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5077 else if (mode == SHADERMODE_LIGHTDIRECTION)
5079 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5080 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5081 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
5082 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5083 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
5084 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
5085 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
5089 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5090 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
5091 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
5092 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5093 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
5095 // additive passes are only darkened by fog, not tinted
5096 if (r_cg_permutation->fp_FogColor)
5098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5099 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5101 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5104 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
5105 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
5106 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
5107 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5108 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5109 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5110 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5111 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5113 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
5114 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
5115 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5116 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5117 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5118 if (r_cg_permutation->fp_Color_Pants)
5120 if (rsurface.texture->pantstexture)
5121 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5123 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5126 if (r_cg_permutation->fp_Color_Shirt)
5128 if (rsurface.texture->shirttexture)
5129 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5131 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5134 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
5135 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5136 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5137 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5138 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5139 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
5140 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5142 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5143 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5144 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5145 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5146 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5147 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5148 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5149 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5150 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5151 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5152 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5153 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5154 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5155 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5156 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
5157 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5158 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5159 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5160 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5161 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5162 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5163 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5164 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5165 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5166 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5167 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5169 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5170 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5171 if (rsurface.rtlight)
5173 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5174 if (r_shadow_usingshadowmapcube)
5175 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5176 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5183 case RENDERPATH_GL13:
5184 case RENDERPATH_GL11:
5189 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5191 // select a permutation of the lighting shader appropriate to this
5192 // combination of texture, entity, light source, and fogging, only use the
5193 // minimum features necessary to avoid wasting rendering time in the
5194 // fragment shader on features that are not being used
5195 unsigned int permutation = 0;
5196 unsigned int mode = 0;
5197 const float *lightcolorbase = rtlight->currentcolor;
5198 float ambientscale = rtlight->ambientscale;
5199 float diffusescale = rtlight->diffusescale;
5200 float specularscale = rtlight->specularscale;
5201 // this is the location of the light in view space
5202 vec3_t viewlightorigin;
5203 // this transforms from view space (camera) to light space (cubemap)
5204 matrix4x4_t viewtolight;
5205 matrix4x4_t lighttoview;
5206 float viewtolight16f[16];
5207 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5209 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5210 if (rtlight->currentcubemap != r_texture_whitecube)
5211 permutation |= SHADERPERMUTATION_CUBEFILTER;
5212 if (diffusescale > 0)
5213 permutation |= SHADERPERMUTATION_DIFFUSE;
5214 if (specularscale > 0)
5216 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5217 if (r_shadow_glossexact.integer)
5218 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5220 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5222 if (r_shadow_usingshadowmaprect)
5223 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5224 if (r_shadow_usingshadowmap2d)
5225 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5226 if (r_shadow_usingshadowmapcube)
5227 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5228 else if(r_shadow_shadowmapvsdct)
5229 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5231 if (r_shadow_shadowmapsampler)
5232 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5233 if (r_shadow_shadowmappcf > 1)
5234 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5235 else if (r_shadow_shadowmappcf)
5236 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5238 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5239 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5240 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5241 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5242 switch(vid.renderpath)
5244 case RENDERPATH_GL20:
5245 R_SetupShader_SetPermutationGLSL(mode, permutation);
5246 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5247 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5248 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);
5249 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);
5250 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);
5251 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]);
5252 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]);
5253 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5254 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]);
5255 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5257 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5258 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5259 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5260 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5261 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5262 if (r_shadow_usingshadowmapcube)
5263 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5264 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5265 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5267 case RENDERPATH_CGGL:
5269 R_SetupShader_SetPermutationCG(mode, permutation);
5270 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5271 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5272 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
5273 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
5274 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
5275 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
5276 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
5277 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5278 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
5279 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5286 if (r_shadow_usingshadowmapcube)
5287 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5288 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5292 case RENDERPATH_GL13:
5293 case RENDERPATH_GL11:
5298 #define SKINFRAME_HASH 1024
5302 int loadsequence; // incremented each level change
5303 memexpandablearray_t array;
5304 skinframe_t *hash[SKINFRAME_HASH];
5307 r_skinframe_t r_skinframe;
5309 void R_SkinFrame_PrepareForPurge(void)
5311 r_skinframe.loadsequence++;
5312 // wrap it without hitting zero
5313 if (r_skinframe.loadsequence >= 200)
5314 r_skinframe.loadsequence = 1;
5317 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5321 // mark the skinframe as used for the purging code
5322 skinframe->loadsequence = r_skinframe.loadsequence;
5325 void R_SkinFrame_Purge(void)
5329 for (i = 0;i < SKINFRAME_HASH;i++)
5331 for (s = r_skinframe.hash[i];s;s = s->next)
5333 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5335 if (s->merged == s->base)
5337 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5338 R_PurgeTexture(s->stain );s->stain = NULL;
5339 R_PurgeTexture(s->merged);s->merged = NULL;
5340 R_PurgeTexture(s->base );s->base = NULL;
5341 R_PurgeTexture(s->pants );s->pants = NULL;
5342 R_PurgeTexture(s->shirt );s->shirt = NULL;
5343 R_PurgeTexture(s->nmap );s->nmap = NULL;
5344 R_PurgeTexture(s->gloss );s->gloss = NULL;
5345 R_PurgeTexture(s->glow );s->glow = NULL;
5346 R_PurgeTexture(s->fog );s->fog = NULL;
5347 R_PurgeTexture(s->reflect);s->reflect = NULL;
5348 s->loadsequence = 0;
5354 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5356 char basename[MAX_QPATH];
5358 Image_StripImageExtension(name, basename, sizeof(basename));
5360 if( last == NULL ) {
5362 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5363 item = r_skinframe.hash[hashindex];
5368 // linearly search through the hash bucket
5369 for( ; item ; item = item->next ) {
5370 if( !strcmp( item->basename, basename ) ) {
5377 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5381 char basename[MAX_QPATH];
5383 Image_StripImageExtension(name, basename, sizeof(basename));
5385 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5386 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5387 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5391 rtexture_t *dyntexture;
5392 // check whether its a dynamic texture
5393 dyntexture = CL_GetDynTexture( basename );
5394 if (!add && !dyntexture)
5396 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5397 memset(item, 0, sizeof(*item));
5398 strlcpy(item->basename, basename, sizeof(item->basename));
5399 item->base = dyntexture; // either NULL or dyntexture handle
5400 item->textureflags = textureflags;
5401 item->comparewidth = comparewidth;
5402 item->compareheight = compareheight;
5403 item->comparecrc = comparecrc;
5404 item->next = r_skinframe.hash[hashindex];
5405 r_skinframe.hash[hashindex] = item;
5407 else if( item->base == NULL )
5409 rtexture_t *dyntexture;
5410 // check whether its a dynamic texture
5411 // 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]
5412 dyntexture = CL_GetDynTexture( basename );
5413 item->base = dyntexture; // either NULL or dyntexture handle
5416 R_SkinFrame_MarkUsed(item);
5420 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5422 unsigned long long avgcolor[5], wsum; \
5430 for(pix = 0; pix < cnt; ++pix) \
5433 for(comp = 0; comp < 3; ++comp) \
5435 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5438 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5440 for(comp = 0; comp < 3; ++comp) \
5441 avgcolor[comp] += getpixel * w; \
5444 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5445 avgcolor[4] += getpixel; \
5447 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5449 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5450 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5451 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5452 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5455 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5458 unsigned char *pixels;
5459 unsigned char *bumppixels;
5460 unsigned char *basepixels = NULL;
5461 int basepixels_width = 0;
5462 int basepixels_height = 0;
5463 skinframe_t *skinframe;
5464 rtexture_t *ddsbase = NULL;
5465 qboolean ddshasalpha = false;
5466 float ddsavgcolor[4];
5467 char basename[MAX_QPATH];
5469 if (cls.state == ca_dedicated)
5472 // return an existing skinframe if already loaded
5473 // if loading of the first image fails, don't make a new skinframe as it
5474 // would cause all future lookups of this to be missing
5475 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5476 if (skinframe && skinframe->base)
5479 Image_StripImageExtension(name, basename, sizeof(basename));
5481 // check for DDS texture file first
5482 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5484 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5485 if (basepixels == NULL)
5489 if (developer_loading.integer)
5490 Con_Printf("loading skin \"%s\"\n", name);
5492 // we've got some pixels to store, so really allocate this new texture now
5494 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5495 skinframe->stain = NULL;
5496 skinframe->merged = NULL;
5497 skinframe->base = NULL;
5498 skinframe->pants = NULL;
5499 skinframe->shirt = NULL;
5500 skinframe->nmap = NULL;
5501 skinframe->gloss = NULL;
5502 skinframe->glow = NULL;
5503 skinframe->fog = NULL;
5504 skinframe->reflect = NULL;
5505 skinframe->hasalpha = false;
5509 skinframe->base = ddsbase;
5510 skinframe->hasalpha = ddshasalpha;
5511 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5512 if (r_loadfog && skinframe->hasalpha)
5513 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5514 //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]);
5518 basepixels_width = image_width;
5519 basepixels_height = image_height;
5520 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5521 if (textureflags & TEXF_ALPHA)
5523 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5525 if (basepixels[j] < 255)
5527 skinframe->hasalpha = true;
5531 if (r_loadfog && skinframe->hasalpha)
5533 // has transparent pixels
5534 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5535 for (j = 0;j < image_width * image_height * 4;j += 4)
5540 pixels[j+3] = basepixels[j+3];
5542 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5546 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5547 //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]);
5548 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5549 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5550 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5551 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5556 if (r_loadnormalmap)
5557 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5558 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5560 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5561 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5562 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5563 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5566 // _norm is the name used by tenebrae and has been adopted as standard
5567 if (r_loadnormalmap && skinframe->nmap == NULL)
5569 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5571 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5575 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5577 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5578 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5579 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5581 Mem_Free(bumppixels);
5583 else if (r_shadow_bumpscale_basetexture.value > 0)
5585 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5586 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5587 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5590 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5591 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5594 // _luma is supported only for tenebrae compatibility
5595 // _glow is the preferred name
5596 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5598 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5599 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5600 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5601 Mem_Free(pixels);pixels = NULL;
5604 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5606 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5607 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5608 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5613 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5615 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5616 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5617 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5622 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5624 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5625 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5626 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5631 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5633 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5634 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5635 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5641 Mem_Free(basepixels);
5646 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5647 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5650 unsigned char *temp1, *temp2;
5651 skinframe_t *skinframe;
5653 if (cls.state == ca_dedicated)
5656 // if already loaded just return it, otherwise make a new skinframe
5657 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5658 if (skinframe && skinframe->base)
5661 skinframe->stain = NULL;
5662 skinframe->merged = NULL;
5663 skinframe->base = NULL;
5664 skinframe->pants = NULL;
5665 skinframe->shirt = NULL;
5666 skinframe->nmap = NULL;
5667 skinframe->gloss = NULL;
5668 skinframe->glow = NULL;
5669 skinframe->fog = NULL;
5670 skinframe->reflect = NULL;
5671 skinframe->hasalpha = false;
5673 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5677 if (developer_loading.integer)
5678 Con_Printf("loading 32bit skin \"%s\"\n", name);
5680 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5682 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5683 temp2 = temp1 + width * height * 4;
5684 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5685 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5688 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5689 if (textureflags & TEXF_ALPHA)
5691 for (i = 3;i < width * height * 4;i += 4)
5693 if (skindata[i] < 255)
5695 skinframe->hasalpha = true;
5699 if (r_loadfog && skinframe->hasalpha)
5701 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5702 memcpy(fogpixels, skindata, width * height * 4);
5703 for (i = 0;i < width * height * 4;i += 4)
5704 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5705 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5706 Mem_Free(fogpixels);
5710 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5711 //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]);
5716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5720 skinframe_t *skinframe;
5722 if (cls.state == ca_dedicated)
5725 // if already loaded just return it, otherwise make a new skinframe
5726 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5727 if (skinframe && skinframe->base)
5730 skinframe->stain = NULL;
5731 skinframe->merged = NULL;
5732 skinframe->base = NULL;
5733 skinframe->pants = NULL;
5734 skinframe->shirt = NULL;
5735 skinframe->nmap = NULL;
5736 skinframe->gloss = NULL;
5737 skinframe->glow = NULL;
5738 skinframe->fog = NULL;
5739 skinframe->reflect = NULL;
5740 skinframe->hasalpha = false;
5742 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5746 if (developer_loading.integer)
5747 Con_Printf("loading quake skin \"%s\"\n", name);
5749 // 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)
5750 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5751 memcpy(skinframe->qpixels, skindata, width*height);
5752 skinframe->qwidth = width;
5753 skinframe->qheight = height;
5756 for (i = 0;i < width * height;i++)
5757 featuresmask |= palette_featureflags[skindata[i]];
5759 skinframe->hasalpha = false;
5760 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5761 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5762 skinframe->qgeneratemerged = true;
5763 skinframe->qgeneratebase = skinframe->qhascolormapping;
5764 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5766 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5767 //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]);
5772 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5776 unsigned char *skindata;
5778 if (!skinframe->qpixels)
5781 if (!skinframe->qhascolormapping)
5782 colormapped = false;
5786 if (!skinframe->qgeneratebase)
5791 if (!skinframe->qgeneratemerged)
5795 width = skinframe->qwidth;
5796 height = skinframe->qheight;
5797 skindata = skinframe->qpixels;
5799 if (skinframe->qgeneratenmap)
5801 unsigned char *temp1, *temp2;
5802 skinframe->qgeneratenmap = false;
5803 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5804 temp2 = temp1 + width * height * 4;
5805 // use either a custom palette or the quake palette
5806 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5807 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5808 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5812 if (skinframe->qgenerateglow)
5814 skinframe->qgenerateglow = false;
5815 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5820 skinframe->qgeneratebase = false;
5821 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5822 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5823 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5827 skinframe->qgeneratemerged = false;
5828 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5831 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5833 Mem_Free(skinframe->qpixels);
5834 skinframe->qpixels = NULL;
5838 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)
5841 skinframe_t *skinframe;
5843 if (cls.state == ca_dedicated)
5846 // if already loaded just return it, otherwise make a new skinframe
5847 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5848 if (skinframe && skinframe->base)
5851 skinframe->stain = NULL;
5852 skinframe->merged = NULL;
5853 skinframe->base = NULL;
5854 skinframe->pants = NULL;
5855 skinframe->shirt = NULL;
5856 skinframe->nmap = NULL;
5857 skinframe->gloss = NULL;
5858 skinframe->glow = NULL;
5859 skinframe->fog = NULL;
5860 skinframe->reflect = NULL;
5861 skinframe->hasalpha = false;
5863 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5867 if (developer_loading.integer)
5868 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5870 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5871 if (textureflags & TEXF_ALPHA)
5873 for (i = 0;i < width * height;i++)
5875 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5877 skinframe->hasalpha = true;
5881 if (r_loadfog && skinframe->hasalpha)
5882 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5885 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5886 //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]);
5891 skinframe_t *R_SkinFrame_LoadMissing(void)
5893 skinframe_t *skinframe;
5895 if (cls.state == ca_dedicated)
5898 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5899 skinframe->stain = NULL;
5900 skinframe->merged = NULL;
5901 skinframe->base = NULL;
5902 skinframe->pants = NULL;
5903 skinframe->shirt = NULL;
5904 skinframe->nmap = NULL;
5905 skinframe->gloss = NULL;
5906 skinframe->glow = NULL;
5907 skinframe->fog = NULL;
5908 skinframe->reflect = NULL;
5909 skinframe->hasalpha = false;
5911 skinframe->avgcolor[0] = rand() / RAND_MAX;
5912 skinframe->avgcolor[1] = rand() / RAND_MAX;
5913 skinframe->avgcolor[2] = rand() / RAND_MAX;
5914 skinframe->avgcolor[3] = 1;
5919 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5920 typedef struct suffixinfo_s
5923 qboolean flipx, flipy, flipdiagonal;
5926 static suffixinfo_t suffix[3][6] =
5929 {"px", false, false, false},
5930 {"nx", false, false, false},
5931 {"py", false, false, false},
5932 {"ny", false, false, false},
5933 {"pz", false, false, false},
5934 {"nz", false, false, false}
5937 {"posx", false, false, false},
5938 {"negx", false, false, false},
5939 {"posy", false, false, false},
5940 {"negy", false, false, false},
5941 {"posz", false, false, false},
5942 {"negz", false, false, false}
5945 {"rt", true, false, true},
5946 {"lf", false, true, true},
5947 {"ft", true, true, false},
5948 {"bk", false, false, false},
5949 {"up", true, false, true},
5950 {"dn", true, false, true}
5954 static int componentorder[4] = {0, 1, 2, 3};
5956 rtexture_t *R_LoadCubemap(const char *basename)
5958 int i, j, cubemapsize;
5959 unsigned char *cubemappixels, *image_buffer;
5960 rtexture_t *cubemaptexture;
5962 // must start 0 so the first loadimagepixels has no requested width/height
5964 cubemappixels = NULL;
5965 cubemaptexture = NULL;
5966 // keep trying different suffix groups (posx, px, rt) until one loads
5967 for (j = 0;j < 3 && !cubemappixels;j++)
5969 // load the 6 images in the suffix group
5970 for (i = 0;i < 6;i++)
5972 // generate an image name based on the base and and suffix
5973 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5975 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5977 // an image loaded, make sure width and height are equal
5978 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5980 // if this is the first image to load successfully, allocate the cubemap memory
5981 if (!cubemappixels && image_width >= 1)
5983 cubemapsize = image_width;
5984 // note this clears to black, so unavailable sides are black
5985 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5987 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5989 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);
5992 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5994 Mem_Free(image_buffer);
5998 // if a cubemap loaded, upload it
6001 if (developer_loading.integer)
6002 Con_Printf("loading cubemap \"%s\"\n", basename);
6004 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6005 Mem_Free(cubemappixels);
6009 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6010 if (developer_loading.integer)
6012 Con_Printf("(tried tried images ");
6013 for (j = 0;j < 3;j++)
6014 for (i = 0;i < 6;i++)
6015 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6016 Con_Print(" and was unable to find any of them).\n");
6019 return cubemaptexture;
6022 rtexture_t *R_GetCubemap(const char *basename)
6025 for (i = 0;i < r_texture_numcubemaps;i++)
6026 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6027 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6028 if (i >= MAX_CUBEMAPS)
6029 return r_texture_whitecube;
6030 r_texture_numcubemaps++;
6031 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6032 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6033 return r_texture_cubemaps[i].texture;
6036 void R_FreeCubemaps(void)
6039 for (i = 0;i < r_texture_numcubemaps;i++)
6041 if (developer_loading.integer)
6042 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6043 if (r_texture_cubemaps[i].texture)
6044 R_FreeTexture(r_texture_cubemaps[i].texture);
6046 r_texture_numcubemaps = 0;
6049 void R_Main_FreeViewCache(void)
6051 if (r_refdef.viewcache.entityvisible)
6052 Mem_Free(r_refdef.viewcache.entityvisible);
6053 if (r_refdef.viewcache.world_pvsbits)
6054 Mem_Free(r_refdef.viewcache.world_pvsbits);
6055 if (r_refdef.viewcache.world_leafvisible)
6056 Mem_Free(r_refdef.viewcache.world_leafvisible);
6057 if (r_refdef.viewcache.world_surfacevisible)
6058 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6059 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6062 void R_Main_ResizeViewCache(void)
6064 int numentities = r_refdef.scene.numentities;
6065 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6066 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6067 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6068 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6069 if (r_refdef.viewcache.maxentities < numentities)
6071 r_refdef.viewcache.maxentities = numentities;
6072 if (r_refdef.viewcache.entityvisible)
6073 Mem_Free(r_refdef.viewcache.entityvisible);
6074 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6076 if (r_refdef.viewcache.world_numclusters != numclusters)
6078 r_refdef.viewcache.world_numclusters = numclusters;
6079 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6080 if (r_refdef.viewcache.world_pvsbits)
6081 Mem_Free(r_refdef.viewcache.world_pvsbits);
6082 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6084 if (r_refdef.viewcache.world_numleafs != numleafs)
6086 r_refdef.viewcache.world_numleafs = numleafs;
6087 if (r_refdef.viewcache.world_leafvisible)
6088 Mem_Free(r_refdef.viewcache.world_leafvisible);
6089 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6091 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6093 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6094 if (r_refdef.viewcache.world_surfacevisible)
6095 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6096 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6100 extern rtexture_t *loadingscreentexture;
6101 void gl_main_start(void)
6103 loadingscreentexture = NULL;
6104 r_texture_blanknormalmap = NULL;
6105 r_texture_white = NULL;
6106 r_texture_grey128 = NULL;
6107 r_texture_black = NULL;
6108 r_texture_whitecube = NULL;
6109 r_texture_normalizationcube = NULL;
6110 r_texture_fogattenuation = NULL;
6111 r_texture_gammaramps = NULL;
6112 r_texture_numcubemaps = 0;
6114 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6115 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6117 switch(vid.renderpath)
6119 case RENDERPATH_GL20:
6120 case RENDERPATH_CGGL:
6121 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6122 Cvar_SetValueQuick(&gl_combine, 1);
6123 Cvar_SetValueQuick(&r_glsl, 1);
6124 r_loadnormalmap = true;
6128 case RENDERPATH_GL13:
6129 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6130 Cvar_SetValueQuick(&gl_combine, 1);
6131 Cvar_SetValueQuick(&r_glsl, 0);
6132 r_loadnormalmap = false;
6133 r_loadgloss = false;
6136 case RENDERPATH_GL11:
6137 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6138 Cvar_SetValueQuick(&gl_combine, 0);
6139 Cvar_SetValueQuick(&r_glsl, 0);
6140 r_loadnormalmap = false;
6141 r_loadgloss = false;
6147 R_FrameData_Reset();
6151 memset(r_queries, 0, sizeof(r_queries));
6153 r_qwskincache = NULL;
6154 r_qwskincache_size = 0;
6156 // set up r_skinframe loading system for textures
6157 memset(&r_skinframe, 0, sizeof(r_skinframe));
6158 r_skinframe.loadsequence = 1;
6159 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6161 r_main_texturepool = R_AllocTexturePool();
6162 R_BuildBlankTextures();
6164 if (vid.support.arb_texture_cube_map)
6167 R_BuildNormalizationCube();
6169 r_texture_fogattenuation = NULL;
6170 r_texture_gammaramps = NULL;
6171 //r_texture_fogintensity = NULL;
6172 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6173 memset(&r_waterstate, 0, sizeof(r_waterstate));
6174 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6175 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6176 glslshaderstring = NULL;
6178 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6179 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6180 cgshaderstring = NULL;
6182 memset(&r_svbsp, 0, sizeof (r_svbsp));
6184 r_refdef.fogmasktable_density = 0;
6187 void gl_main_shutdown(void)
6190 R_FrameData_Reset();
6192 R_Main_FreeViewCache();
6195 qglDeleteQueriesARB(r_maxqueries, r_queries);
6199 memset(r_queries, 0, sizeof(r_queries));
6201 r_qwskincache = NULL;
6202 r_qwskincache_size = 0;
6204 // clear out the r_skinframe state
6205 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6206 memset(&r_skinframe, 0, sizeof(r_skinframe));
6209 Mem_Free(r_svbsp.nodes);
6210 memset(&r_svbsp, 0, sizeof (r_svbsp));
6211 R_FreeTexturePool(&r_main_texturepool);
6212 loadingscreentexture = NULL;
6213 r_texture_blanknormalmap = NULL;
6214 r_texture_white = NULL;
6215 r_texture_grey128 = NULL;
6216 r_texture_black = NULL;
6217 r_texture_whitecube = NULL;
6218 r_texture_normalizationcube = NULL;
6219 r_texture_fogattenuation = NULL;
6220 r_texture_gammaramps = NULL;
6221 r_texture_numcubemaps = 0;
6222 //r_texture_fogintensity = NULL;
6223 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6224 memset(&r_waterstate, 0, sizeof(r_waterstate));
6228 extern void CL_ParseEntityLump(char *entitystring);
6229 void gl_main_newmap(void)
6231 // FIXME: move this code to client
6233 char *entities, entname[MAX_QPATH];
6235 Mem_Free(r_qwskincache);
6236 r_qwskincache = NULL;
6237 r_qwskincache_size = 0;
6240 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6241 l = (int)strlen(entname) - 4;
6242 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6244 memcpy(entname + l, ".ent", 5);
6245 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6247 CL_ParseEntityLump(entities);
6252 if (cl.worldmodel->brush.entities)
6253 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6255 R_Main_FreeViewCache();
6257 R_FrameData_Reset();
6260 void GL_Main_Init(void)
6262 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6264 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6265 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6266 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6267 if (gamemode == GAME_NEHAHRA)
6269 Cvar_RegisterVariable (&gl_fogenable);
6270 Cvar_RegisterVariable (&gl_fogdensity);
6271 Cvar_RegisterVariable (&gl_fogred);
6272 Cvar_RegisterVariable (&gl_foggreen);
6273 Cvar_RegisterVariable (&gl_fogblue);
6274 Cvar_RegisterVariable (&gl_fogstart);
6275 Cvar_RegisterVariable (&gl_fogend);
6276 Cvar_RegisterVariable (&gl_skyclip);
6278 Cvar_RegisterVariable(&r_motionblur);
6279 Cvar_RegisterVariable(&r_motionblur_maxblur);
6280 Cvar_RegisterVariable(&r_motionblur_bmin);
6281 Cvar_RegisterVariable(&r_motionblur_vmin);
6282 Cvar_RegisterVariable(&r_motionblur_vmax);
6283 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6284 Cvar_RegisterVariable(&r_motionblur_randomize);
6285 Cvar_RegisterVariable(&r_damageblur);
6286 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6287 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6288 Cvar_RegisterVariable(&r_equalize_entities_by);
6289 Cvar_RegisterVariable(&r_equalize_entities_to);
6290 Cvar_RegisterVariable(&r_depthfirst);
6291 Cvar_RegisterVariable(&r_useinfinitefarclip);
6292 Cvar_RegisterVariable(&r_farclip_base);
6293 Cvar_RegisterVariable(&r_farclip_world);
6294 Cvar_RegisterVariable(&r_nearclip);
6295 Cvar_RegisterVariable(&r_showbboxes);
6296 Cvar_RegisterVariable(&r_showsurfaces);
6297 Cvar_RegisterVariable(&r_showtris);
6298 Cvar_RegisterVariable(&r_shownormals);
6299 Cvar_RegisterVariable(&r_showlighting);
6300 Cvar_RegisterVariable(&r_showshadowvolumes);
6301 Cvar_RegisterVariable(&r_showcollisionbrushes);
6302 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6303 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6304 Cvar_RegisterVariable(&r_showdisabledepthtest);
6305 Cvar_RegisterVariable(&r_drawportals);
6306 Cvar_RegisterVariable(&r_drawentities);
6307 Cvar_RegisterVariable(&r_cullentities_trace);
6308 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6309 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6310 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6311 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6312 Cvar_RegisterVariable(&r_drawviewmodel);
6313 Cvar_RegisterVariable(&r_speeds);
6314 Cvar_RegisterVariable(&r_fullbrights);
6315 Cvar_RegisterVariable(&r_wateralpha);
6316 Cvar_RegisterVariable(&r_dynamic);
6317 Cvar_RegisterVariable(&r_fullbright);
6318 Cvar_RegisterVariable(&r_shadows);
6319 Cvar_RegisterVariable(&r_shadows_darken);
6320 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6321 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6322 Cvar_RegisterVariable(&r_shadows_throwdistance);
6323 Cvar_RegisterVariable(&r_shadows_throwdirection);
6324 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6325 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6326 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6327 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6328 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6329 Cvar_RegisterVariable(&r_fog_exp2);
6330 Cvar_RegisterVariable(&r_drawfog);
6331 Cvar_RegisterVariable(&r_transparentdepthmasking);
6332 Cvar_RegisterVariable(&r_texture_dds_load);
6333 Cvar_RegisterVariable(&r_texture_dds_save);
6334 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6335 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6336 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6337 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6338 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6339 Cvar_RegisterVariable(&r_textureunits);
6340 Cvar_RegisterVariable(&gl_combine);
6341 Cvar_RegisterVariable(&r_glsl);
6342 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6343 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6344 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6345 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6346 Cvar_RegisterVariable(&r_glsl_postprocess);
6347 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6348 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6351 Cvar_RegisterVariable(&r_water);
6352 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6353 Cvar_RegisterVariable(&r_water_clippingplanebias);
6354 Cvar_RegisterVariable(&r_water_refractdistort);
6355 Cvar_RegisterVariable(&r_water_reflectdistort);
6356 Cvar_RegisterVariable(&r_lerpsprites);
6357 Cvar_RegisterVariable(&r_lerpmodels);
6358 Cvar_RegisterVariable(&r_lerplightstyles);
6359 Cvar_RegisterVariable(&r_waterscroll);
6360 Cvar_RegisterVariable(&r_bloom);
6361 Cvar_RegisterVariable(&r_bloom_colorscale);
6362 Cvar_RegisterVariable(&r_bloom_brighten);
6363 Cvar_RegisterVariable(&r_bloom_blur);
6364 Cvar_RegisterVariable(&r_bloom_resolution);
6365 Cvar_RegisterVariable(&r_bloom_colorexponent);
6366 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6367 Cvar_RegisterVariable(&r_hdr);
6368 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6369 Cvar_RegisterVariable(&r_hdr_glowintensity);
6370 Cvar_RegisterVariable(&r_hdr_range);
6371 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6372 Cvar_RegisterVariable(&developer_texturelogging);
6373 Cvar_RegisterVariable(&gl_lightmaps);
6374 Cvar_RegisterVariable(&r_test);
6375 Cvar_RegisterVariable(&r_batchmode);
6376 Cvar_RegisterVariable(&r_glsl_saturation);
6377 Cvar_RegisterVariable(&r_framedatasize);
6378 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6379 Cvar_SetValue("r_fullbrights", 0);
6380 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6382 Cvar_RegisterVariable(&r_track_sprites);
6383 Cvar_RegisterVariable(&r_track_sprites_flags);
6384 Cvar_RegisterVariable(&r_track_sprites_scalew);
6385 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6386 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6387 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6390 extern void R_Textures_Init(void);
6391 extern void GL_Draw_Init(void);
6392 extern void GL_Main_Init(void);
6393 extern void R_Shadow_Init(void);
6394 extern void R_Sky_Init(void);
6395 extern void GL_Surf_Init(void);
6396 extern void R_Particles_Init(void);
6397 extern void R_Explosion_Init(void);
6398 extern void gl_backend_init(void);
6399 extern void Sbar_Init(void);
6400 extern void R_LightningBeams_Init(void);
6401 extern void Mod_RenderInit(void);
6402 extern void Font_Init(void);
6404 void Render_Init(void)
6417 R_LightningBeams_Init();
6426 extern char *ENGINE_EXTENSIONS;
6429 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6430 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6431 gl_version = (const char *)qglGetString(GL_VERSION);
6432 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6436 if (!gl_platformextensions)
6437 gl_platformextensions = "";
6439 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6440 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6441 Con_Printf("GL_VERSION: %s\n", gl_version);
6442 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6443 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6445 VID_CheckExtensions();
6447 // LordHavoc: report supported extensions
6448 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6450 // clear to black (loading plaque will be seen over this)
6452 qglClearColor(0,0,0,1);CHECKGLERROR
6453 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6456 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6460 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6462 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6465 p = r_refdef.view.frustum + i;
6470 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6474 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6478 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6482 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6486 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6490 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6494 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6498 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6506 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6510 for (i = 0;i < numplanes;i++)
6517 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6521 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6525 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6529 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6533 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6537 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6541 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6545 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6553 //==================================================================================
6555 // LordHavoc: this stores temporary data used within the same frame
6557 qboolean r_framedata_failed;
6558 static size_t r_framedata_size;
6559 static size_t r_framedata_current;
6560 static void *r_framedata_base;
6562 void R_FrameData_Reset(void)
6564 if (r_framedata_base)
6565 Mem_Free(r_framedata_base);
6566 r_framedata_base = NULL;
6567 r_framedata_size = 0;
6568 r_framedata_current = 0;
6569 r_framedata_failed = false;
6572 void R_FrameData_NewFrame(void)
6575 if (r_framedata_failed)
6576 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6577 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6578 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6579 if (r_framedata_size != wantedsize)
6581 r_framedata_size = wantedsize;
6582 if (r_framedata_base)
6583 Mem_Free(r_framedata_base);
6584 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6586 r_framedata_current = 0;
6587 r_framedata_failed = false;
6590 void *R_FrameData_Alloc(size_t size)
6594 // align to 16 byte boundary
6595 size = (size + 15) & ~15;
6596 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6597 r_framedata_current += size;
6600 if (r_framedata_current > r_framedata_size)
6601 r_framedata_failed = true;
6603 // return NULL on everything after a failure
6604 if (r_framedata_failed)
6610 void *R_FrameData_Store(size_t size, void *data)
6612 void *d = R_FrameData_Alloc(size);
6614 memcpy(d, data, size);
6618 //==================================================================================
6620 // LordHavoc: animcache originally written by Echon, rewritten since then
6623 * Animation cache prevents re-generating mesh data for an animated model
6624 * multiple times in one frame for lighting, shadowing, reflections, etc.
6627 void R_AnimCache_Free(void)
6631 void R_AnimCache_ClearCache(void)
6634 entity_render_t *ent;
6636 for (i = 0;i < r_refdef.scene.numentities;i++)
6638 ent = r_refdef.scene.entities[i];
6639 ent->animcache_vertex3f = NULL;
6640 ent->animcache_normal3f = NULL;
6641 ent->animcache_svector3f = NULL;
6642 ent->animcache_tvector3f = NULL;
6646 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6648 dp_model_t *model = ent->model;
6650 // see if it's already cached this frame
6651 if (ent->animcache_vertex3f)
6653 // add normals/tangents if needed
6654 if (wantnormals || wanttangents)
6656 if (ent->animcache_normal3f)
6657 wantnormals = false;
6658 if (ent->animcache_svector3f)
6659 wanttangents = false;
6660 if (wantnormals || wanttangents)
6662 numvertices = model->surfmesh.num_vertices;
6664 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6667 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6668 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6670 if (!r_framedata_failed)
6671 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6677 // see if this ent is worth caching
6678 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6680 // get some memory for this entity and generate mesh data
6681 numvertices = model->surfmesh.num_vertices;
6682 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6684 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6687 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6688 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6690 if (!r_framedata_failed)
6691 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6693 return !r_framedata_failed;
6696 void R_AnimCache_CacheVisibleEntities(void)
6699 qboolean wantnormals = !r_showsurfaces.integer;
6700 qboolean wanttangents = !r_showsurfaces.integer;
6702 switch(vid.renderpath)
6704 case RENDERPATH_GL20:
6705 case RENDERPATH_CGGL:
6707 case RENDERPATH_GL13:
6708 case RENDERPATH_GL11:
6709 wanttangents = false;
6713 // TODO: thread this
6714 // NOTE: R_PrepareRTLights() also caches entities
6716 for (i = 0;i < r_refdef.scene.numentities;i++)
6717 if (r_refdef.viewcache.entityvisible[i])
6718 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6721 //==================================================================================
6723 static void R_View_UpdateEntityLighting (void)
6726 entity_render_t *ent;
6727 vec3_t tempdiffusenormal, avg;
6728 vec_t f, fa, fd, fdd;
6730 for (i = 0;i < r_refdef.scene.numentities;i++)
6732 ent = r_refdef.scene.entities[i];
6734 // skip unseen models
6735 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6739 if (ent->model && ent->model->brush.num_leafs)
6741 // TODO: use modellight for r_ambient settings on world?
6742 VectorSet(ent->modellight_ambient, 0, 0, 0);
6743 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6744 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6748 // fetch the lighting from the worldmodel data
6749 VectorClear(ent->modellight_ambient);
6750 VectorClear(ent->modellight_diffuse);
6751 VectorClear(tempdiffusenormal);
6752 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6755 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6756 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6757 if(ent->flags & RENDER_EQUALIZE)
6759 // first fix up ambient lighting...
6760 if(r_equalize_entities_minambient.value > 0)
6762 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6765 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6766 if(fa < r_equalize_entities_minambient.value * fd)
6769 // fa'/fd' = minambient
6770 // fa'+0.25*fd' = fa+0.25*fd
6772 // fa' = fd' * minambient
6773 // fd'*(0.25+minambient) = fa+0.25*fd
6775 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6776 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6778 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6779 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
6780 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6781 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6786 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6788 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6789 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6792 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6793 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6794 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6800 VectorSet(ent->modellight_ambient, 1, 1, 1);
6802 // move the light direction into modelspace coordinates for lighting code
6803 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6804 if(VectorLength2(ent->modellight_lightdir) == 0)
6805 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6806 VectorNormalize(ent->modellight_lightdir);
6810 #define MAX_LINEOFSIGHTTRACES 64
6812 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6815 vec3_t boxmins, boxmaxs;
6818 dp_model_t *model = r_refdef.scene.worldmodel;
6820 if (!model || !model->brush.TraceLineOfSight)
6823 // expand the box a little
6824 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6825 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6826 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6827 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6828 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6829 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6831 // return true if eye is inside enlarged box
6832 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6836 VectorCopy(eye, start);
6837 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6838 if (model->brush.TraceLineOfSight(model, start, end))
6841 // try various random positions
6842 for (i = 0;i < numsamples;i++)
6844 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6845 if (model->brush.TraceLineOfSight(model, start, end))
6853 static void R_View_UpdateEntityVisible (void)
6858 entity_render_t *ent;
6860 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6861 if (!r_drawviewmodel.integer)
6862 renderimask |= RENDER_VIEWMODEL;
6863 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6865 // worldmodel can check visibility
6866 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6867 for (i = 0;i < r_refdef.scene.numentities;i++)
6869 ent = r_refdef.scene.entities[i];
6870 if (!(ent->flags & renderimask))
6871 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6872 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))
6873 r_refdef.viewcache.entityvisible[i] = true;
6875 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6877 for (i = 0;i < r_refdef.scene.numentities;i++)
6879 ent = r_refdef.scene.entities[i];
6880 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6882 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6884 continue; // temp entities do pvs only
6885 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6886 ent->last_trace_visibility = realtime;
6887 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6888 r_refdef.viewcache.entityvisible[i] = 0;
6895 // no worldmodel or it can't check visibility
6896 for (i = 0;i < r_refdef.scene.numentities;i++)
6898 ent = r_refdef.scene.entities[i];
6899 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));
6904 /// only used if skyrendermasked, and normally returns false
6905 int R_DrawBrushModelsSky (void)
6908 entity_render_t *ent;
6911 for (i = 0;i < r_refdef.scene.numentities;i++)
6913 if (!r_refdef.viewcache.entityvisible[i])
6915 ent = r_refdef.scene.entities[i];
6916 if (!ent->model || !ent->model->DrawSky)
6918 ent->model->DrawSky(ent);
6924 static void R_DrawNoModel(entity_render_t *ent);
6925 static void R_DrawModels(void)
6928 entity_render_t *ent;
6930 for (i = 0;i < r_refdef.scene.numentities;i++)
6932 if (!r_refdef.viewcache.entityvisible[i])
6934 ent = r_refdef.scene.entities[i];
6935 r_refdef.stats.entities++;
6936 if (ent->model && ent->model->Draw != NULL)
6937 ent->model->Draw(ent);
6943 static void R_DrawModelsDepth(void)
6946 entity_render_t *ent;
6948 for (i = 0;i < r_refdef.scene.numentities;i++)
6950 if (!r_refdef.viewcache.entityvisible[i])
6952 ent = r_refdef.scene.entities[i];
6953 if (ent->model && ent->model->DrawDepth != NULL)
6954 ent->model->DrawDepth(ent);
6958 static void R_DrawModelsDebug(void)
6961 entity_render_t *ent;
6963 for (i = 0;i < r_refdef.scene.numentities;i++)
6965 if (!r_refdef.viewcache.entityvisible[i])
6967 ent = r_refdef.scene.entities[i];
6968 if (ent->model && ent->model->DrawDebug != NULL)
6969 ent->model->DrawDebug(ent);
6973 static void R_DrawModelsAddWaterPlanes(void)
6976 entity_render_t *ent;
6978 for (i = 0;i < r_refdef.scene.numentities;i++)
6980 if (!r_refdef.viewcache.entityvisible[i])
6982 ent = r_refdef.scene.entities[i];
6983 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6984 ent->model->DrawAddWaterPlanes(ent);
6988 static void R_View_SetFrustum(void)
6991 double slopex, slopey;
6992 vec3_t forward, left, up, origin;
6994 // we can't trust r_refdef.view.forward and friends in reflected scenes
6995 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6998 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6999 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7000 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7001 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7002 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7003 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7004 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7005 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7006 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7007 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7008 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7009 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7013 zNear = r_refdef.nearclip;
7014 nudge = 1.0 - 1.0 / (1<<23);
7015 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7016 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7017 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7018 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7019 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7020 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7021 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7022 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7028 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7029 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7030 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7031 r_refdef.view.frustum[0].dist = m[15] - m[12];
7033 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7034 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7035 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7036 r_refdef.view.frustum[1].dist = m[15] + m[12];
7038 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7039 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7040 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7041 r_refdef.view.frustum[2].dist = m[15] - m[13];
7043 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7044 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7045 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7046 r_refdef.view.frustum[3].dist = m[15] + m[13];
7048 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7049 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7050 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7051 r_refdef.view.frustum[4].dist = m[15] - m[14];
7053 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7054 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7055 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7056 r_refdef.view.frustum[5].dist = m[15] + m[14];
7059 if (r_refdef.view.useperspective)
7061 slopex = 1.0 / r_refdef.view.frustum_x;
7062 slopey = 1.0 / r_refdef.view.frustum_y;
7063 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7064 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7065 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7066 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7067 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7069 // Leaving those out was a mistake, those were in the old code, and they
7070 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7071 // I couldn't reproduce it after adding those normalizations. --blub
7072 VectorNormalize(r_refdef.view.frustum[0].normal);
7073 VectorNormalize(r_refdef.view.frustum[1].normal);
7074 VectorNormalize(r_refdef.view.frustum[2].normal);
7075 VectorNormalize(r_refdef.view.frustum[3].normal);
7077 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7078 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7079 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7080 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7081 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7083 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7084 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7085 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7086 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7087 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7091 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7092 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7093 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7094 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7095 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7096 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7097 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7098 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7099 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7100 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7102 r_refdef.view.numfrustumplanes = 5;
7104 if (r_refdef.view.useclipplane)
7106 r_refdef.view.numfrustumplanes = 6;
7107 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7110 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7111 PlaneClassify(r_refdef.view.frustum + i);
7113 // LordHavoc: note to all quake engine coders, Quake had a special case
7114 // for 90 degrees which assumed a square view (wrong), so I removed it,
7115 // Quake2 has it disabled as well.
7117 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7118 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7119 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7120 //PlaneClassify(&frustum[0]);
7122 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7123 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7124 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7125 //PlaneClassify(&frustum[1]);
7127 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7128 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7129 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7130 //PlaneClassify(&frustum[2]);
7132 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7133 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7134 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7135 //PlaneClassify(&frustum[3]);
7138 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7139 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7140 //PlaneClassify(&frustum[4]);
7143 void R_View_Update(void)
7145 R_Main_ResizeViewCache();
7146 R_View_SetFrustum();
7147 R_View_WorldVisibility(r_refdef.view.useclipplane);
7148 R_View_UpdateEntityVisible();
7149 R_View_UpdateEntityLighting();
7152 void R_SetupView(qboolean allowwaterclippingplane)
7154 const float *customclipplane = NULL;
7156 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7158 // LordHavoc: couldn't figure out how to make this approach the
7159 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7160 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7161 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7162 dist = r_refdef.view.clipplane.dist;
7163 plane[0] = r_refdef.view.clipplane.normal[0];
7164 plane[1] = r_refdef.view.clipplane.normal[1];
7165 plane[2] = r_refdef.view.clipplane.normal[2];
7167 customclipplane = plane;
7170 if (!r_refdef.view.useperspective)
7171 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);
7172 else if (vid.stencil && r_useinfinitefarclip.integer)
7173 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);
7175 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);
7176 R_SetViewport(&r_refdef.view.viewport);
7179 void R_EntityMatrix(const matrix4x4_t *matrix)
7181 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7183 gl_modelmatrixchanged = false;
7184 gl_modelmatrix = *matrix;
7185 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7186 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7187 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7188 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7190 switch(vid.renderpath)
7192 case RENDERPATH_GL20:
7193 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7194 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7195 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7197 case RENDERPATH_CGGL:
7200 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7201 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7202 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7205 case RENDERPATH_GL13:
7206 case RENDERPATH_GL11:
7207 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7213 void R_ResetViewRendering2D(void)
7215 r_viewport_t viewport;
7218 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7219 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);
7220 R_SetViewport(&viewport);
7221 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7222 GL_Color(1, 1, 1, 1);
7223 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7224 GL_BlendFunc(GL_ONE, GL_ZERO);
7225 GL_AlphaTest(false);
7226 GL_ScissorTest(false);
7227 GL_DepthMask(false);
7228 GL_DepthRange(0, 1);
7229 GL_DepthTest(false);
7230 R_EntityMatrix(&identitymatrix);
7231 R_Mesh_ResetTextureState();
7232 GL_PolygonOffset(0, 0);
7233 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7234 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7235 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7236 qglStencilMask(~0);CHECKGLERROR
7237 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7238 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7239 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7242 void R_ResetViewRendering3D(void)
7247 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7248 GL_Color(1, 1, 1, 1);
7249 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7250 GL_BlendFunc(GL_ONE, GL_ZERO);
7251 GL_AlphaTest(false);
7252 GL_ScissorTest(true);
7254 GL_DepthRange(0, 1);
7256 R_EntityMatrix(&identitymatrix);
7257 R_Mesh_ResetTextureState();
7258 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7259 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7260 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7261 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7262 qglStencilMask(~0);CHECKGLERROR
7263 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7264 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7265 GL_CullFace(r_refdef.view.cullface_back);
7268 void R_RenderScene(void);
7269 void R_RenderWaterPlanes(void);
7271 static void R_Water_StartFrame(void)
7274 int waterwidth, waterheight, texturewidth, textureheight;
7275 r_waterstate_waterplane_t *p;
7277 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7280 switch(vid.renderpath)
7282 case RENDERPATH_GL20:
7283 case RENDERPATH_CGGL:
7285 case RENDERPATH_GL13:
7286 case RENDERPATH_GL11:
7290 // set waterwidth and waterheight to the water resolution that will be
7291 // used (often less than the screen resolution for faster rendering)
7292 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7293 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7295 // calculate desired texture sizes
7296 // can't use water if the card does not support the texture size
7297 if (!r_water.integer || r_showsurfaces.integer)
7298 texturewidth = textureheight = waterwidth = waterheight = 0;
7299 else if (vid.support.arb_texture_non_power_of_two)
7301 texturewidth = waterwidth;
7302 textureheight = waterheight;
7306 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7307 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7310 // allocate textures as needed
7311 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7313 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7314 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7316 if (p->texture_refraction)
7317 R_FreeTexture(p->texture_refraction);
7318 p->texture_refraction = NULL;
7319 if (p->texture_reflection)
7320 R_FreeTexture(p->texture_reflection);
7321 p->texture_reflection = NULL;
7323 memset(&r_waterstate, 0, sizeof(r_waterstate));
7324 r_waterstate.texturewidth = texturewidth;
7325 r_waterstate.textureheight = textureheight;
7328 if (r_waterstate.texturewidth)
7330 r_waterstate.enabled = true;
7332 // when doing a reduced render (HDR) we want to use a smaller area
7333 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7334 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7336 // set up variables that will be used in shader setup
7337 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7338 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7339 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7340 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7343 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7344 r_waterstate.numwaterplanes = 0;
7347 void R_Water_AddWaterPlane(msurface_t *surface)
7349 int triangleindex, planeindex;
7355 r_waterstate_waterplane_t *p;
7356 texture_t *t = R_GetCurrentTexture(surface->texture);
7357 // just use the first triangle with a valid normal for any decisions
7358 VectorClear(normal);
7359 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7361 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7362 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7363 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7364 TriangleNormal(vert[0], vert[1], vert[2], normal);
7365 if (VectorLength2(normal) >= 0.001)
7369 VectorCopy(normal, plane.normal);
7370 VectorNormalize(plane.normal);
7371 plane.dist = DotProduct(vert[0], plane.normal);
7372 PlaneClassify(&plane);
7373 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7375 // skip backfaces (except if nocullface is set)
7376 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7378 VectorNegate(plane.normal, plane.normal);
7380 PlaneClassify(&plane);
7384 // find a matching plane if there is one
7385 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7386 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7388 if (planeindex >= r_waterstate.maxwaterplanes)
7389 return; // nothing we can do, out of planes
7391 // if this triangle does not fit any known plane rendered this frame, add one
7392 if (planeindex >= r_waterstate.numwaterplanes)
7394 // store the new plane
7395 r_waterstate.numwaterplanes++;
7397 // clear materialflags and pvs
7398 p->materialflags = 0;
7399 p->pvsvalid = false;
7401 // merge this surface's materialflags into the waterplane
7402 p->materialflags |= t->currentmaterialflags;
7403 // merge this surface's PVS into the waterplane
7404 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7405 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7406 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7408 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7413 static void R_Water_ProcessPlanes(void)
7415 r_refdef_view_t originalview;
7416 r_refdef_view_t myview;
7418 r_waterstate_waterplane_t *p;
7420 originalview = r_refdef.view;
7422 // make sure enough textures are allocated
7423 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7425 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7427 if (!p->texture_refraction)
7428 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7429 if (!p->texture_refraction)
7433 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7435 if (!p->texture_reflection)
7436 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7437 if (!p->texture_reflection)
7443 r_refdef.view = originalview;
7444 r_refdef.view.showdebug = false;
7445 r_refdef.view.width = r_waterstate.waterwidth;
7446 r_refdef.view.height = r_waterstate.waterheight;
7447 r_refdef.view.useclipplane = true;
7448 myview = r_refdef.view;
7449 r_waterstate.renderingscene = true;
7450 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7452 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7454 r_refdef.view = myview;
7455 // render reflected scene and copy into texture
7456 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7457 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7458 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7459 r_refdef.view.clipplane = p->plane;
7460 // reverse the cullface settings for this render
7461 r_refdef.view.cullface_front = GL_FRONT;
7462 r_refdef.view.cullface_back = GL_BACK;
7463 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7465 r_refdef.view.usecustompvs = true;
7467 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7469 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7472 R_ResetViewRendering3D();
7473 R_ClearScreen(r_refdef.fogenabled);
7477 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);
7480 // render the normal view scene and copy into texture
7481 // (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)
7482 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7484 r_refdef.view = myview;
7485 r_refdef.view.clipplane = p->plane;
7486 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7487 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7488 PlaneClassify(&r_refdef.view.clipplane);
7490 R_ResetViewRendering3D();
7491 R_ClearScreen(r_refdef.fogenabled);
7495 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);
7499 r_waterstate.renderingscene = false;
7500 r_refdef.view = originalview;
7501 R_ResetViewRendering3D();
7502 R_ClearScreen(r_refdef.fogenabled);
7506 r_refdef.view = originalview;
7507 r_waterstate.renderingscene = false;
7508 Cvar_SetValueQuick(&r_water, 0);
7509 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7513 void R_Bloom_StartFrame(void)
7515 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7517 switch(vid.renderpath)
7519 case RENDERPATH_GL20:
7520 case RENDERPATH_CGGL:
7522 case RENDERPATH_GL13:
7523 case RENDERPATH_GL11:
7527 // set bloomwidth and bloomheight to the bloom resolution that will be
7528 // used (often less than the screen resolution for faster rendering)
7529 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7530 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7531 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7532 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7533 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7535 // calculate desired texture sizes
7536 if (vid.support.arb_texture_non_power_of_two)
7538 screentexturewidth = r_refdef.view.width;
7539 screentextureheight = r_refdef.view.height;
7540 bloomtexturewidth = r_bloomstate.bloomwidth;
7541 bloomtextureheight = r_bloomstate.bloomheight;
7545 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7546 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7547 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7548 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7551 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))
7553 Cvar_SetValueQuick(&r_hdr, 0);
7554 Cvar_SetValueQuick(&r_bloom, 0);
7555 Cvar_SetValueQuick(&r_motionblur, 0);
7556 Cvar_SetValueQuick(&r_damageblur, 0);
7559 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)))
7560 screentexturewidth = screentextureheight = 0;
7561 if (!r_hdr.integer && !r_bloom.integer)
7562 bloomtexturewidth = bloomtextureheight = 0;
7564 // allocate textures as needed
7565 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7567 if (r_bloomstate.texture_screen)
7568 R_FreeTexture(r_bloomstate.texture_screen);
7569 r_bloomstate.texture_screen = NULL;
7570 r_bloomstate.screentexturewidth = screentexturewidth;
7571 r_bloomstate.screentextureheight = screentextureheight;
7572 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7573 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7575 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7577 if (r_bloomstate.texture_bloom)
7578 R_FreeTexture(r_bloomstate.texture_bloom);
7579 r_bloomstate.texture_bloom = NULL;
7580 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7581 r_bloomstate.bloomtextureheight = bloomtextureheight;
7582 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7583 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7586 // when doing a reduced render (HDR) we want to use a smaller area
7587 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7588 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7589 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7590 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7591 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7593 // set up a texcoord array for the full resolution screen image
7594 // (we have to keep this around to copy back during final render)
7595 r_bloomstate.screentexcoord2f[0] = 0;
7596 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7597 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7598 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7599 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7600 r_bloomstate.screentexcoord2f[5] = 0;
7601 r_bloomstate.screentexcoord2f[6] = 0;
7602 r_bloomstate.screentexcoord2f[7] = 0;
7604 // set up a texcoord array for the reduced resolution bloom image
7605 // (which will be additive blended over the screen image)
7606 r_bloomstate.bloomtexcoord2f[0] = 0;
7607 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7608 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7609 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7610 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7611 r_bloomstate.bloomtexcoord2f[5] = 0;
7612 r_bloomstate.bloomtexcoord2f[6] = 0;
7613 r_bloomstate.bloomtexcoord2f[7] = 0;
7615 if (r_hdr.integer || r_bloom.integer)
7617 r_bloomstate.enabled = true;
7618 r_bloomstate.hdr = r_hdr.integer != 0;
7621 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);
7624 void R_Bloom_CopyBloomTexture(float colorscale)
7626 r_refdef.stats.bloom++;
7628 // scale down screen texture to the bloom texture size
7630 R_SetViewport(&r_bloomstate.viewport);
7631 GL_BlendFunc(GL_ONE, GL_ZERO);
7632 GL_Color(colorscale, colorscale, colorscale, 1);
7633 // TODO: optimize with multitexture or GLSL
7634 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7635 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7636 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7637 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7639 // we now have a bloom image in the framebuffer
7640 // copy it into the bloom image texture for later processing
7641 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);
7642 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7645 void R_Bloom_CopyHDRTexture(void)
7647 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);
7648 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7651 void R_Bloom_MakeTexture(void)
7654 float xoffset, yoffset, r, brighten;
7656 r_refdef.stats.bloom++;
7658 R_ResetViewRendering2D();
7659 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7660 R_Mesh_ColorPointer(NULL, 0, 0);
7662 // we have a bloom image in the framebuffer
7664 R_SetViewport(&r_bloomstate.viewport);
7666 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7669 r = bound(0, r_bloom_colorexponent.value / x, 1);
7670 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7671 GL_Color(r, r, r, 1);
7672 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7673 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7674 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7675 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7677 // copy the vertically blurred bloom view to a texture
7678 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);
7679 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7682 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7683 brighten = r_bloom_brighten.value;
7685 brighten *= r_hdr_range.value;
7686 brighten = sqrt(brighten);
7688 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7689 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7690 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7692 for (dir = 0;dir < 2;dir++)
7694 // blend on at multiple vertical offsets to achieve a vertical blur
7695 // TODO: do offset blends using GLSL
7696 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7697 GL_BlendFunc(GL_ONE, GL_ZERO);
7698 for (x = -range;x <= range;x++)
7700 if (!dir){xoffset = 0;yoffset = x;}
7701 else {xoffset = x;yoffset = 0;}
7702 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7703 yoffset /= (float)r_bloomstate.bloomtextureheight;
7704 // compute a texcoord array with the specified x and y offset
7705 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7706 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7707 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7708 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7709 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7710 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7711 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7712 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7713 // this r value looks like a 'dot' particle, fading sharply to
7714 // black at the edges
7715 // (probably not realistic but looks good enough)
7716 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7717 //r = brighten/(range*2+1);
7718 r = brighten / (range * 2 + 1);
7720 r *= (1 - x*x/(float)(range*range));
7721 GL_Color(r, r, r, 1);
7722 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7723 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7724 GL_BlendFunc(GL_ONE, GL_ONE);
7727 // copy the vertically blurred bloom view to a texture
7728 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);
7729 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7732 // apply subtract last
7733 // (just like it would be in a GLSL shader)
7734 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7736 GL_BlendFunc(GL_ONE, GL_ZERO);
7737 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7738 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7739 GL_Color(1, 1, 1, 1);
7740 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7741 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7743 GL_BlendFunc(GL_ONE, GL_ONE);
7744 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7745 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7746 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7747 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7748 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7749 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7750 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7752 // copy the darkened bloom view to a texture
7753 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);
7754 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7758 void R_HDR_RenderBloomTexture(void)
7760 int oldwidth, oldheight;
7761 float oldcolorscale;
7763 oldcolorscale = r_refdef.view.colorscale;
7764 oldwidth = r_refdef.view.width;
7765 oldheight = r_refdef.view.height;
7766 r_refdef.view.width = r_bloomstate.bloomwidth;
7767 r_refdef.view.height = r_bloomstate.bloomheight;
7769 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7770 // TODO: add exposure compensation features
7771 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7773 r_refdef.view.showdebug = false;
7774 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7776 R_ResetViewRendering3D();
7778 R_ClearScreen(r_refdef.fogenabled);
7779 if (r_timereport_active)
7780 R_TimeReport("HDRclear");
7783 if (r_timereport_active)
7784 R_TimeReport("visibility");
7786 // only do secondary renders with HDR if r_hdr is 2 or higher
7787 r_waterstate.numwaterplanes = 0;
7788 if (r_waterstate.enabled && r_hdr.integer >= 2)
7789 R_RenderWaterPlanes();
7791 r_refdef.view.showdebug = true;
7793 r_waterstate.numwaterplanes = 0;
7795 R_ResetViewRendering2D();
7797 R_Bloom_CopyHDRTexture();
7798 R_Bloom_MakeTexture();
7800 // restore the view settings
7801 r_refdef.view.width = oldwidth;
7802 r_refdef.view.height = oldheight;
7803 r_refdef.view.colorscale = oldcolorscale;
7805 R_ResetViewRendering3D();
7807 R_ClearScreen(r_refdef.fogenabled);
7808 if (r_timereport_active)
7809 R_TimeReport("viewclear");
7812 static void R_BlendView(void)
7814 unsigned int permutation;
7815 float uservecs[4][4];
7817 switch (vid.renderpath)
7819 case RENDERPATH_GL20:
7820 case RENDERPATH_CGGL:
7822 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7823 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7824 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7825 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7826 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7828 if (r_bloomstate.texture_screen)
7830 // make sure the buffer is available
7831 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7833 R_ResetViewRendering2D();
7834 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7835 R_Mesh_ColorPointer(NULL, 0, 0);
7837 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7839 // declare variables
7841 static float avgspeed;
7843 speed = VectorLength(cl.movement_velocity);
7845 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7846 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7848 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7849 speed = bound(0, speed, 1);
7850 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7852 // calculate values into a standard alpha
7853 cl.motionbluralpha = 1 - exp(-
7855 (r_motionblur.value * speed / 80)
7857 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7860 max(0.0001, cl.time - cl.oldtime) // fps independent
7863 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7864 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7866 if (cl.motionbluralpha > 0)
7868 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7869 GL_Color(1, 1, 1, cl.motionbluralpha);
7870 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7871 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7872 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7873 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7877 // copy view into the screen texture
7878 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);
7879 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7881 else if (!r_bloomstate.texture_bloom)
7883 // we may still have to do view tint...
7884 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7886 // apply a color tint to the whole view
7887 R_ResetViewRendering2D();
7888 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7889 R_Mesh_ColorPointer(NULL, 0, 0);
7890 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7891 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7892 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7893 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7895 break; // no screen processing, no bloom, skip it
7898 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7900 // render simple bloom effect
7901 // copy the screen and shrink it and darken it for the bloom process
7902 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7903 // make the bloom texture
7904 R_Bloom_MakeTexture();
7907 #if _MSC_VER >= 1400
7908 #define sscanf sscanf_s
7910 memset(uservecs, 0, sizeof(uservecs));
7911 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7912 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7913 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7914 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7916 R_ResetViewRendering2D();
7917 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7918 R_Mesh_ColorPointer(NULL, 0, 0);
7919 GL_Color(1, 1, 1, 1);
7920 GL_BlendFunc(GL_ONE, GL_ZERO);
7921 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7922 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7924 switch(vid.renderpath)
7926 case RENDERPATH_GL20:
7927 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7928 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7929 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7930 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7931 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]);
7932 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7933 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]);
7934 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]);
7935 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]);
7936 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]);
7937 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7938 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7940 case RENDERPATH_CGGL:
7942 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7943 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7944 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7945 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7946 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
7947 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7948 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
7949 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
7950 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
7951 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
7952 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7953 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7959 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7960 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7962 case RENDERPATH_GL13:
7963 case RENDERPATH_GL11:
7964 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7966 // apply a color tint to the whole view
7967 R_ResetViewRendering2D();
7968 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7969 R_Mesh_ColorPointer(NULL, 0, 0);
7970 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7971 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7972 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7973 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7979 matrix4x4_t r_waterscrollmatrix;
7981 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7983 if (r_refdef.fog_density)
7985 r_refdef.fogcolor[0] = r_refdef.fog_red;
7986 r_refdef.fogcolor[1] = r_refdef.fog_green;
7987 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7989 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7990 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7991 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7992 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7996 VectorCopy(r_refdef.fogcolor, fogvec);
7997 // color.rgb *= ContrastBoost * SceneBrightness;
7998 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7999 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8000 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8001 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8006 void R_UpdateVariables(void)
8010 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8012 r_refdef.farclip = r_farclip_base.value;
8013 if (r_refdef.scene.worldmodel)
8014 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8015 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8017 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8018 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8019 r_refdef.polygonfactor = 0;
8020 r_refdef.polygonoffset = 0;
8021 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8022 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8024 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8025 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8026 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8027 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8028 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8029 if (r_showsurfaces.integer)
8031 r_refdef.scene.rtworld = false;
8032 r_refdef.scene.rtworldshadows = false;
8033 r_refdef.scene.rtdlight = false;
8034 r_refdef.scene.rtdlightshadows = false;
8035 r_refdef.lightmapintensity = 0;
8038 if (gamemode == GAME_NEHAHRA)
8040 if (gl_fogenable.integer)
8042 r_refdef.oldgl_fogenable = true;
8043 r_refdef.fog_density = gl_fogdensity.value;
8044 r_refdef.fog_red = gl_fogred.value;
8045 r_refdef.fog_green = gl_foggreen.value;
8046 r_refdef.fog_blue = gl_fogblue.value;
8047 r_refdef.fog_alpha = 1;
8048 r_refdef.fog_start = 0;
8049 r_refdef.fog_end = gl_skyclip.value;
8050 r_refdef.fog_height = 1<<30;
8051 r_refdef.fog_fadedepth = 128;
8053 else if (r_refdef.oldgl_fogenable)
8055 r_refdef.oldgl_fogenable = false;
8056 r_refdef.fog_density = 0;
8057 r_refdef.fog_red = 0;
8058 r_refdef.fog_green = 0;
8059 r_refdef.fog_blue = 0;
8060 r_refdef.fog_alpha = 0;
8061 r_refdef.fog_start = 0;
8062 r_refdef.fog_end = 0;
8063 r_refdef.fog_height = 1<<30;
8064 r_refdef.fog_fadedepth = 128;
8068 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8069 r_refdef.fog_start = max(0, r_refdef.fog_start);
8070 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8072 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8074 if (r_refdef.fog_density && r_drawfog.integer)
8076 r_refdef.fogenabled = true;
8077 // this is the point where the fog reaches 0.9986 alpha, which we
8078 // consider a good enough cutoff point for the texture
8079 // (0.9986 * 256 == 255.6)
8080 if (r_fog_exp2.integer)
8081 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8083 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8084 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8085 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8086 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8087 // fog color was already set
8088 // update the fog texture
8089 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)
8090 R_BuildFogTexture();
8093 r_refdef.fogenabled = false;
8095 switch(vid.renderpath)
8097 case RENDERPATH_GL20:
8098 case RENDERPATH_CGGL:
8099 if(v_glslgamma.integer && !vid_gammatables_trivial)
8101 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8103 // build GLSL gamma texture
8104 #define RAMPWIDTH 256
8105 unsigned short ramp[RAMPWIDTH * 3];
8106 unsigned char rampbgr[RAMPWIDTH][4];
8109 r_texture_gammaramps_serial = vid_gammatables_serial;
8111 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8112 for(i = 0; i < RAMPWIDTH; ++i)
8114 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8115 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8116 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8119 if (r_texture_gammaramps)
8121 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8125 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8131 // remove GLSL gamma texture
8134 case RENDERPATH_GL13:
8135 case RENDERPATH_GL11:
8140 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8141 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8147 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8148 if( scenetype != r_currentscenetype ) {
8149 // store the old scenetype
8150 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8151 r_currentscenetype = scenetype;
8152 // move in the new scene
8153 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8162 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8164 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8165 if( scenetype == r_currentscenetype ) {
8166 return &r_refdef.scene;
8168 return &r_scenes_store[ scenetype ];
8177 void R_RenderView(void)
8179 if (r_timereport_active)
8180 R_TimeReport("start");
8181 r_textureframe++; // used only by R_GetCurrentTexture
8182 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8184 if (!r_drawentities.integer)
8185 r_refdef.scene.numentities = 0;
8187 R_AnimCache_ClearCache();
8188 R_FrameData_NewFrame();
8190 if (r_refdef.view.isoverlay)
8192 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8193 GL_Clear( GL_DEPTH_BUFFER_BIT );
8194 R_TimeReport("depthclear");
8196 r_refdef.view.showdebug = false;
8198 r_waterstate.enabled = false;
8199 r_waterstate.numwaterplanes = 0;
8207 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8208 return; //Host_Error ("R_RenderView: NULL worldmodel");
8210 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8212 // break apart the view matrix into vectors for various purposes
8213 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8214 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8215 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8216 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8217 // make an inverted copy of the view matrix for tracking sprites
8218 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8220 R_Shadow_UpdateWorldLightSelection();
8222 R_Bloom_StartFrame();
8223 R_Water_StartFrame();
8226 if (r_timereport_active)
8227 R_TimeReport("viewsetup");
8229 R_ResetViewRendering3D();
8231 if (r_refdef.view.clear || r_refdef.fogenabled)
8233 R_ClearScreen(r_refdef.fogenabled);
8234 if (r_timereport_active)
8235 R_TimeReport("viewclear");
8237 r_refdef.view.clear = true;
8239 // this produces a bloom texture to be used in R_BlendView() later
8240 if (r_hdr.integer && r_bloomstate.bloomwidth)
8242 R_HDR_RenderBloomTexture();
8243 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8244 r_textureframe++; // used only by R_GetCurrentTexture
8247 r_refdef.view.showdebug = true;
8250 if (r_timereport_active)
8251 R_TimeReport("visibility");
8253 r_waterstate.numwaterplanes = 0;
8254 if (r_waterstate.enabled)
8255 R_RenderWaterPlanes();
8258 r_waterstate.numwaterplanes = 0;
8261 if (r_timereport_active)
8262 R_TimeReport("blendview");
8264 GL_Scissor(0, 0, vid.width, vid.height);
8265 GL_ScissorTest(false);
8269 void R_RenderWaterPlanes(void)
8271 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8273 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8274 if (r_timereport_active)
8275 R_TimeReport("waterworld");
8278 // don't let sound skip if going slow
8279 if (r_refdef.scene.extraupdate)
8282 R_DrawModelsAddWaterPlanes();
8283 if (r_timereport_active)
8284 R_TimeReport("watermodels");
8286 if (r_waterstate.numwaterplanes)
8288 R_Water_ProcessPlanes();
8289 if (r_timereport_active)
8290 R_TimeReport("waterscenes");
8294 extern void R_DrawLightningBeams (void);
8295 extern void VM_CL_AddPolygonsToMeshQueue (void);
8296 extern void R_DrawPortals (void);
8297 extern cvar_t cl_locs_show;
8298 static void R_DrawLocs(void);
8299 static void R_DrawEntityBBoxes(void);
8300 static void R_DrawModelDecals(void);
8301 extern void R_DrawModelShadows(void);
8302 extern void R_DrawModelShadowMaps(void);
8303 extern cvar_t cl_decals_newsystem;
8304 extern qboolean r_shadow_usingdeferredprepass;
8305 void R_RenderScene(void)
8307 qboolean shadowmapping = false;
8309 r_refdef.stats.renders++;
8313 // don't let sound skip if going slow
8314 if (r_refdef.scene.extraupdate)
8317 R_MeshQueue_BeginScene();
8321 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);
8323 if (cl.csqc_vidvars.drawworld)
8325 // don't let sound skip if going slow
8326 if (r_refdef.scene.extraupdate)
8329 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8331 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8332 if (r_timereport_active)
8333 R_TimeReport("worldsky");
8336 if (R_DrawBrushModelsSky() && r_timereport_active)
8337 R_TimeReport("bmodelsky");
8339 if (skyrendermasked && skyrenderlater)
8341 // we have to force off the water clipping plane while rendering sky
8345 if (r_timereport_active)
8346 R_TimeReport("sky");
8350 R_AnimCache_CacheVisibleEntities();
8351 if (r_timereport_active)
8352 R_TimeReport("animation");
8354 R_Shadow_PrepareLights();
8355 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8356 R_Shadow_PrepareModelShadows();
8357 if (r_timereport_active)
8358 R_TimeReport("preparelights");
8360 if (R_Shadow_ShadowMappingEnabled())
8361 shadowmapping = true;
8363 if (r_shadow_usingdeferredprepass)
8364 R_Shadow_DrawPrepass();
8366 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8368 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8369 if (r_timereport_active)
8370 R_TimeReport("worlddepth");
8372 if (r_depthfirst.integer >= 2)
8374 R_DrawModelsDepth();
8375 if (r_timereport_active)
8376 R_TimeReport("modeldepth");
8379 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8381 R_DrawModelShadowMaps();
8382 R_ResetViewRendering3D();
8383 // don't let sound skip if going slow
8384 if (r_refdef.scene.extraupdate)
8388 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8390 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8391 if (r_timereport_active)
8392 R_TimeReport("world");
8395 // don't let sound skip if going slow
8396 if (r_refdef.scene.extraupdate)
8400 if (r_timereport_active)
8401 R_TimeReport("models");
8403 // don't let sound skip if going slow
8404 if (r_refdef.scene.extraupdate)
8407 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8409 R_DrawModelShadows();
8410 R_ResetViewRendering3D();
8411 // don't let sound skip if going slow
8412 if (r_refdef.scene.extraupdate)
8416 if (!r_shadow_usingdeferredprepass)
8418 R_Shadow_DrawLights();
8419 if (r_timereport_active)
8420 R_TimeReport("rtlights");
8423 // don't let sound skip if going slow
8424 if (r_refdef.scene.extraupdate)
8427 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8429 R_DrawModelShadows();
8430 R_ResetViewRendering3D();
8431 // don't let sound skip if going slow
8432 if (r_refdef.scene.extraupdate)
8436 if (cl.csqc_vidvars.drawworld)
8438 if (cl_decals_newsystem.integer)
8440 R_DrawModelDecals();
8441 if (r_timereport_active)
8442 R_TimeReport("modeldecals");
8447 if (r_timereport_active)
8448 R_TimeReport("decals");
8452 if (r_timereport_active)
8453 R_TimeReport("particles");
8456 if (r_timereport_active)
8457 R_TimeReport("explosions");
8459 R_DrawLightningBeams();
8460 if (r_timereport_active)
8461 R_TimeReport("lightning");
8464 VM_CL_AddPolygonsToMeshQueue();
8466 if (r_refdef.view.showdebug)
8468 if (cl_locs_show.integer)
8471 if (r_timereport_active)
8472 R_TimeReport("showlocs");
8475 if (r_drawportals.integer)
8478 if (r_timereport_active)
8479 R_TimeReport("portals");
8482 if (r_showbboxes.value > 0)
8484 R_DrawEntityBBoxes();
8485 if (r_timereport_active)
8486 R_TimeReport("bboxes");
8490 R_MeshQueue_RenderTransparent();
8491 if (r_timereport_active)
8492 R_TimeReport("drawtrans");
8494 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))
8496 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8497 if (r_timereport_active)
8498 R_TimeReport("worlddebug");
8499 R_DrawModelsDebug();
8500 if (r_timereport_active)
8501 R_TimeReport("modeldebug");
8504 if (cl.csqc_vidvars.drawworld)
8506 R_Shadow_DrawCoronas();
8507 if (r_timereport_active)
8508 R_TimeReport("coronas");
8511 // don't let sound skip if going slow
8512 if (r_refdef.scene.extraupdate)
8515 R_ResetViewRendering2D();
8518 static const unsigned short bboxelements[36] =
8528 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8531 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8533 RSurf_ActiveWorldEntity();
8535 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8536 GL_DepthMask(false);
8537 GL_DepthRange(0, 1);
8538 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8539 R_Mesh_ResetTextureState();
8541 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8542 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8543 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8544 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8545 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8546 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8547 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8548 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8549 R_FillColors(color4f, 8, cr, cg, cb, ca);
8550 if (r_refdef.fogenabled)
8552 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8554 f1 = RSurf_FogVertex(v);
8556 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8557 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8558 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8561 R_Mesh_VertexPointer(vertex3f, 0, 0);
8562 R_Mesh_ColorPointer(color4f, 0, 0);
8563 R_Mesh_ResetTextureState();
8564 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8565 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8568 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8572 prvm_edict_t *edict;
8573 prvm_prog_t *prog_save = prog;
8575 // this function draws bounding boxes of server entities
8579 GL_CullFace(GL_NONE);
8580 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8584 for (i = 0;i < numsurfaces;i++)
8586 edict = PRVM_EDICT_NUM(surfacelist[i]);
8587 switch ((int)edict->fields.server->solid)
8589 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8590 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8591 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8592 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8593 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8594 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8596 color[3] *= r_showbboxes.value;
8597 color[3] = bound(0, color[3], 1);
8598 GL_DepthTest(!r_showdisabledepthtest.integer);
8599 GL_CullFace(r_refdef.view.cullface_front);
8600 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8606 static void R_DrawEntityBBoxes(void)
8609 prvm_edict_t *edict;
8611 prvm_prog_t *prog_save = prog;
8613 // this function draws bounding boxes of server entities
8619 for (i = 0;i < prog->num_edicts;i++)
8621 edict = PRVM_EDICT_NUM(i);
8622 if (edict->priv.server->free)
8624 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8625 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8627 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8629 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8630 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8636 static const int nomodelelement3i[24] =
8648 static const unsigned short nomodelelement3s[24] =
8660 static const float nomodelvertex3f[6*3] =
8670 static const float nomodelcolor4f[6*4] =
8672 0.0f, 0.0f, 0.5f, 1.0f,
8673 0.0f, 0.0f, 0.5f, 1.0f,
8674 0.0f, 0.5f, 0.0f, 1.0f,
8675 0.0f, 0.5f, 0.0f, 1.0f,
8676 0.5f, 0.0f, 0.0f, 1.0f,
8677 0.5f, 0.0f, 0.0f, 1.0f
8680 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8686 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);
8688 // this is only called once per entity so numsurfaces is always 1, and
8689 // surfacelist is always {0}, so this code does not handle batches
8691 if (rsurface.ent_flags & RENDER_ADDITIVE)
8693 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8694 GL_DepthMask(false);
8696 else if (rsurface.colormod[3] < 1)
8698 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8699 GL_DepthMask(false);
8703 GL_BlendFunc(GL_ONE, GL_ZERO);
8706 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8707 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8708 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8709 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8710 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8711 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8712 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8713 R_Mesh_ColorPointer(color4f, 0, 0);
8714 for (i = 0, c = color4f;i < 6;i++, c += 4)
8716 c[0] *= rsurface.colormod[0];
8717 c[1] *= rsurface.colormod[1];
8718 c[2] *= rsurface.colormod[2];
8719 c[3] *= rsurface.colormod[3];
8721 if (r_refdef.fogenabled)
8723 for (i = 0, c = color4f;i < 6;i++, c += 4)
8725 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8727 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8728 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8729 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8732 R_Mesh_ResetTextureState();
8733 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8736 void R_DrawNoModel(entity_render_t *ent)
8739 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8740 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8741 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8743 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8746 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8748 vec3_t right1, right2, diff, normal;
8750 VectorSubtract (org2, org1, normal);
8752 // calculate 'right' vector for start
8753 VectorSubtract (r_refdef.view.origin, org1, diff);
8754 CrossProduct (normal, diff, right1);
8755 VectorNormalize (right1);
8757 // calculate 'right' vector for end
8758 VectorSubtract (r_refdef.view.origin, org2, diff);
8759 CrossProduct (normal, diff, right2);
8760 VectorNormalize (right2);
8762 vert[ 0] = org1[0] + width * right1[0];
8763 vert[ 1] = org1[1] + width * right1[1];
8764 vert[ 2] = org1[2] + width * right1[2];
8765 vert[ 3] = org1[0] - width * right1[0];
8766 vert[ 4] = org1[1] - width * right1[1];
8767 vert[ 5] = org1[2] - width * right1[2];
8768 vert[ 6] = org2[0] - width * right2[0];
8769 vert[ 7] = org2[1] - width * right2[1];
8770 vert[ 8] = org2[2] - width * right2[2];
8771 vert[ 9] = org2[0] + width * right2[0];
8772 vert[10] = org2[1] + width * right2[1];
8773 vert[11] = org2[2] + width * right2[2];
8776 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)
8778 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8779 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8780 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8781 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8782 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8783 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8784 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8785 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8786 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8787 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8788 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8789 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8792 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8797 VectorSet(v, x, y, z);
8798 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8799 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8801 if (i == mesh->numvertices)
8803 if (mesh->numvertices < mesh->maxvertices)
8805 VectorCopy(v, vertex3f);
8806 mesh->numvertices++;
8808 return mesh->numvertices;
8814 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8818 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8819 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8820 e = mesh->element3i + mesh->numtriangles * 3;
8821 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8823 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8824 if (mesh->numtriangles < mesh->maxtriangles)
8829 mesh->numtriangles++;
8831 element[1] = element[2];
8835 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8839 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8840 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8841 e = mesh->element3i + mesh->numtriangles * 3;
8842 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8844 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8845 if (mesh->numtriangles < mesh->maxtriangles)
8850 mesh->numtriangles++;
8852 element[1] = element[2];
8856 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8857 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8859 int planenum, planenum2;
8862 mplane_t *plane, *plane2;
8864 double temppoints[2][256*3];
8865 // figure out how large a bounding box we need to properly compute this brush
8867 for (w = 0;w < numplanes;w++)
8868 maxdist = max(maxdist, fabs(planes[w].dist));
8869 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8870 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8871 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8875 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8876 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8878 if (planenum2 == planenum)
8880 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);
8883 if (tempnumpoints < 3)
8885 // generate elements forming a triangle fan for this polygon
8886 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8890 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)
8892 texturelayer_t *layer;
8893 layer = t->currentlayers + t->currentnumlayers++;
8895 layer->depthmask = depthmask;
8896 layer->blendfunc1 = blendfunc1;
8897 layer->blendfunc2 = blendfunc2;
8898 layer->texture = texture;
8899 layer->texmatrix = *matrix;
8900 layer->color[0] = r;
8901 layer->color[1] = g;
8902 layer->color[2] = b;
8903 layer->color[3] = a;
8906 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8909 index = parms[2] + r_refdef.scene.time * parms[3];
8910 index -= floor(index);
8914 case Q3WAVEFUNC_NONE:
8915 case Q3WAVEFUNC_NOISE:
8916 case Q3WAVEFUNC_COUNT:
8919 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8920 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8921 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8922 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8923 case Q3WAVEFUNC_TRIANGLE:
8925 f = index - floor(index);
8936 return (float)(parms[0] + parms[1] * f);
8939 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8944 matrix4x4_t matrix, temp;
8945 switch(tcmod->tcmod)
8949 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8950 matrix = r_waterscrollmatrix;
8952 matrix = identitymatrix;
8954 case Q3TCMOD_ENTITYTRANSLATE:
8955 // this is used in Q3 to allow the gamecode to control texcoord
8956 // scrolling on the entity, which is not supported in darkplaces yet.
8957 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8959 case Q3TCMOD_ROTATE:
8960 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8961 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8962 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8965 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8967 case Q3TCMOD_SCROLL:
8968 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8970 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8971 w = (int) tcmod->parms[0];
8972 h = (int) tcmod->parms[1];
8973 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8975 idx = (int) floor(f * w * h);
8976 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8978 case Q3TCMOD_STRETCH:
8979 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8980 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8982 case Q3TCMOD_TRANSFORM:
8983 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8984 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8985 VectorSet(tcmat + 6, 0 , 0 , 1);
8986 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8987 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8989 case Q3TCMOD_TURBULENT:
8990 // this is handled in the RSurf_PrepareVertices function
8991 matrix = identitymatrix;
8995 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8998 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9000 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9001 char name[MAX_QPATH];
9002 skinframe_t *skinframe;
9003 unsigned char pixels[296*194];
9004 strlcpy(cache->name, skinname, sizeof(cache->name));
9005 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9006 if (developer_loading.integer)
9007 Con_Printf("loading %s\n", name);
9008 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9009 if (!skinframe || !skinframe->base)
9012 fs_offset_t filesize;
9014 f = FS_LoadFile(name, tempmempool, true, &filesize);
9017 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9018 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9022 cache->skinframe = skinframe;
9025 texture_t *R_GetCurrentTexture(texture_t *t)
9028 const entity_render_t *ent = rsurface.entity;
9029 dp_model_t *model = ent->model;
9030 q3shaderinfo_layer_tcmod_t *tcmod;
9032 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9033 return t->currentframe;
9034 t->update_lastrenderframe = r_textureframe;
9035 t->update_lastrenderentity = (void *)ent;
9037 // switch to an alternate material if this is a q1bsp animated material
9039 texture_t *texture = t;
9040 int s = rsurface.ent_skinnum;
9041 if ((unsigned int)s >= (unsigned int)model->numskins)
9043 if (model->skinscenes)
9045 if (model->skinscenes[s].framecount > 1)
9046 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9048 s = model->skinscenes[s].firstframe;
9051 t = t + s * model->num_surfaces;
9054 // use an alternate animation if the entity's frame is not 0,
9055 // and only if the texture has an alternate animation
9056 if (rsurface.ent_alttextures && t->anim_total[1])
9057 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9059 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9061 texture->currentframe = t;
9064 // update currentskinframe to be a qw skin or animation frame
9065 if (rsurface.ent_qwskin >= 0)
9067 i = rsurface.ent_qwskin;
9068 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9070 r_qwskincache_size = cl.maxclients;
9072 Mem_Free(r_qwskincache);
9073 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9075 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9076 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9077 t->currentskinframe = r_qwskincache[i].skinframe;
9078 if (t->currentskinframe == NULL)
9079 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9081 else if (t->numskinframes >= 2)
9082 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9083 if (t->backgroundnumskinframes >= 2)
9084 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9086 t->currentmaterialflags = t->basematerialflags;
9087 t->currentalpha = rsurface.colormod[3];
9088 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9089 t->currentalpha *= r_wateralpha.value;
9090 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9091 t->currentalpha *= t->r_water_wateralpha;
9092 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9093 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9094 if (!(rsurface.ent_flags & RENDER_LIGHT))
9095 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9096 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9098 // pick a model lighting mode
9099 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9100 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9102 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9104 if (rsurface.ent_flags & RENDER_ADDITIVE)
9105 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9106 else if (t->currentalpha < 1)
9107 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9108 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9109 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9110 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9111 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9112 if (t->backgroundnumskinframes)
9113 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9114 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9116 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9117 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9120 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9121 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9122 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9124 // there is no tcmod
9125 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9127 t->currenttexmatrix = r_waterscrollmatrix;
9128 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9130 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9132 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9133 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9136 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9137 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9138 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9139 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9141 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9142 if (t->currentskinframe->qpixels)
9143 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9144 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9145 if (!t->basetexture)
9146 t->basetexture = r_texture_notexture;
9147 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9148 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9149 t->nmaptexture = t->currentskinframe->nmap;
9150 if (!t->nmaptexture)
9151 t->nmaptexture = r_texture_blanknormalmap;
9152 t->glosstexture = r_texture_black;
9153 t->glowtexture = t->currentskinframe->glow;
9154 t->fogtexture = t->currentskinframe->fog;
9155 t->reflectmasktexture = t->currentskinframe->reflect;
9156 if (t->backgroundnumskinframes)
9158 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9159 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9160 t->backgroundglosstexture = r_texture_black;
9161 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9162 if (!t->backgroundnmaptexture)
9163 t->backgroundnmaptexture = r_texture_blanknormalmap;
9167 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9168 t->backgroundnmaptexture = r_texture_blanknormalmap;
9169 t->backgroundglosstexture = r_texture_black;
9170 t->backgroundglowtexture = NULL;
9172 t->specularpower = r_shadow_glossexponent.value;
9173 // TODO: store reference values for these in the texture?
9174 t->specularscale = 0;
9175 if (r_shadow_gloss.integer > 0)
9177 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9179 if (r_shadow_glossintensity.value > 0)
9181 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9182 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9183 t->specularscale = r_shadow_glossintensity.value;
9186 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9188 t->glosstexture = r_texture_white;
9189 t->backgroundglosstexture = r_texture_white;
9190 t->specularscale = r_shadow_gloss2intensity.value;
9191 t->specularpower = r_shadow_gloss2exponent.value;
9194 t->specularscale *= t->specularscalemod;
9195 t->specularpower *= t->specularpowermod;
9197 // lightmaps mode looks bad with dlights using actual texturing, so turn
9198 // off the colormap and glossmap, but leave the normalmap on as it still
9199 // accurately represents the shading involved
9200 if (gl_lightmaps.integer)
9202 t->basetexture = r_texture_grey128;
9203 t->pantstexture = r_texture_black;
9204 t->shirttexture = r_texture_black;
9205 t->nmaptexture = r_texture_blanknormalmap;
9206 t->glosstexture = r_texture_black;
9207 t->glowtexture = NULL;
9208 t->fogtexture = NULL;
9209 t->reflectmasktexture = NULL;
9210 t->backgroundbasetexture = NULL;
9211 t->backgroundnmaptexture = r_texture_blanknormalmap;
9212 t->backgroundglosstexture = r_texture_black;
9213 t->backgroundglowtexture = NULL;
9214 t->specularscale = 0;
9215 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9218 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9219 VectorClear(t->dlightcolor);
9220 t->currentnumlayers = 0;
9221 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9223 int blendfunc1, blendfunc2;
9225 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9227 blendfunc1 = GL_SRC_ALPHA;
9228 blendfunc2 = GL_ONE;
9230 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9232 blendfunc1 = GL_SRC_ALPHA;
9233 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9235 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9237 blendfunc1 = t->customblendfunc[0];
9238 blendfunc2 = t->customblendfunc[1];
9242 blendfunc1 = GL_ONE;
9243 blendfunc2 = GL_ZERO;
9245 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9246 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9248 // fullbright is not affected by r_refdef.lightmapintensity
9249 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]);
9250 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9251 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]);
9252 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9253 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]);
9257 vec3_t ambientcolor;
9259 // set the color tint used for lights affecting this surface
9260 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9262 // q3bsp has no lightmap updates, so the lightstylevalue that
9263 // would normally be baked into the lightmap must be
9264 // applied to the color
9265 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9266 if (model->type == mod_brushq3)
9267 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9268 colorscale *= r_refdef.lightmapintensity;
9269 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9270 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9271 // basic lit geometry
9272 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]);
9273 // add pants/shirt if needed
9274 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9275 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]);
9276 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9277 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]);
9278 // now add ambient passes if needed
9279 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9281 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]);
9282 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9283 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]);
9284 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9285 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]);
9288 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9289 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]);
9290 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9292 // if this is opaque use alpha blend which will darken the earlier
9295 // if this is an alpha blended material, all the earlier passes
9296 // were darkened by fog already, so we only need to add the fog
9297 // color ontop through the fog mask texture
9299 // if this is an additive blended material, all the earlier passes
9300 // were darkened by fog already, and we should not add fog color
9301 // (because the background was not darkened, there is no fog color
9302 // that was lost behind it).
9303 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]);
9307 return t->currentframe;
9310 rsurfacestate_t rsurface;
9312 void R_Mesh_ResizeArrays(int newvertices)
9315 if (rsurface.array_size >= newvertices)
9317 if (rsurface.array_modelvertex3f)
9318 Mem_Free(rsurface.array_modelvertex3f);
9319 rsurface.array_size = (newvertices + 1023) & ~1023;
9320 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9321 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9322 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9323 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9324 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9325 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9326 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9327 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9328 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9329 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9330 rsurface.array_color4f = base + rsurface.array_size * 27;
9331 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9334 void RSurf_ActiveWorldEntity(void)
9336 dp_model_t *model = r_refdef.scene.worldmodel;
9337 //if (rsurface.entity == r_refdef.scene.worldentity)
9339 rsurface.entity = r_refdef.scene.worldentity;
9340 rsurface.skeleton = NULL;
9341 rsurface.ent_skinnum = 0;
9342 rsurface.ent_qwskin = -1;
9343 rsurface.ent_shadertime = 0;
9344 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9345 if (rsurface.array_size < model->surfmesh.num_vertices)
9346 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9347 rsurface.matrix = identitymatrix;
9348 rsurface.inversematrix = identitymatrix;
9349 rsurface.matrixscale = 1;
9350 rsurface.inversematrixscale = 1;
9351 R_EntityMatrix(&identitymatrix);
9352 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9353 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9354 rsurface.fograngerecip = r_refdef.fograngerecip;
9355 rsurface.fogheightfade = r_refdef.fogheightfade;
9356 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9357 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9358 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9359 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9360 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9361 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9362 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9363 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9364 rsurface.colormod[3] = 1;
9365 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);
9366 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9367 rsurface.frameblend[0].lerp = 1;
9368 rsurface.ent_alttextures = false;
9369 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9370 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9371 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9372 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9373 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9374 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9375 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9376 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9377 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9378 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9379 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9380 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9381 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9382 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9383 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9384 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9385 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9386 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9387 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9388 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9389 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9390 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9391 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9392 rsurface.modelelement3i = model->surfmesh.data_element3i;
9393 rsurface.modelelement3s = model->surfmesh.data_element3s;
9394 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9395 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9396 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9397 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9398 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9399 rsurface.modelsurfaces = model->data_surfaces;
9400 rsurface.generatedvertex = false;
9401 rsurface.vertex3f = rsurface.modelvertex3f;
9402 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9403 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9404 rsurface.svector3f = rsurface.modelsvector3f;
9405 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9406 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9407 rsurface.tvector3f = rsurface.modeltvector3f;
9408 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9409 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9410 rsurface.normal3f = rsurface.modelnormal3f;
9411 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9412 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9413 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9416 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9418 dp_model_t *model = ent->model;
9419 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9421 rsurface.entity = (entity_render_t *)ent;
9422 rsurface.skeleton = ent->skeleton;
9423 rsurface.ent_skinnum = ent->skinnum;
9424 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;
9425 rsurface.ent_shadertime = ent->shadertime;
9426 rsurface.ent_flags = ent->flags;
9427 if (rsurface.array_size < model->surfmesh.num_vertices)
9428 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9429 rsurface.matrix = ent->matrix;
9430 rsurface.inversematrix = ent->inversematrix;
9431 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9432 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9433 R_EntityMatrix(&rsurface.matrix);
9434 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9435 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9436 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9437 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9438 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9439 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9440 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9441 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9442 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9443 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9444 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9445 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9446 rsurface.colormod[3] = ent->alpha;
9447 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9448 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9449 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9450 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9451 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9452 if (ent->model->brush.submodel && !prepass)
9454 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9455 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9457 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9459 if (ent->animcache_vertex3f && !r_framedata_failed)
9461 rsurface.modelvertex3f = ent->animcache_vertex3f;
9462 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9463 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9464 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9466 else if (wanttangents)
9468 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9469 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9470 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9471 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9472 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9474 else if (wantnormals)
9476 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9477 rsurface.modelsvector3f = NULL;
9478 rsurface.modeltvector3f = NULL;
9479 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9480 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9484 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9485 rsurface.modelsvector3f = NULL;
9486 rsurface.modeltvector3f = NULL;
9487 rsurface.modelnormal3f = NULL;
9488 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9490 rsurface.modelvertex3f_bufferobject = 0;
9491 rsurface.modelvertex3f_bufferoffset = 0;
9492 rsurface.modelsvector3f_bufferobject = 0;
9493 rsurface.modelsvector3f_bufferoffset = 0;
9494 rsurface.modeltvector3f_bufferobject = 0;
9495 rsurface.modeltvector3f_bufferoffset = 0;
9496 rsurface.modelnormal3f_bufferobject = 0;
9497 rsurface.modelnormal3f_bufferoffset = 0;
9498 rsurface.generatedvertex = true;
9502 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9503 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9504 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9505 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9506 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9507 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9508 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9509 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9510 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9511 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9512 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9513 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9514 rsurface.generatedvertex = false;
9516 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9517 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9518 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9519 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9520 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9521 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9522 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9523 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9524 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9525 rsurface.modelelement3i = model->surfmesh.data_element3i;
9526 rsurface.modelelement3s = model->surfmesh.data_element3s;
9527 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9528 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9529 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9530 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9531 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9532 rsurface.modelsurfaces = model->data_surfaces;
9533 rsurface.vertex3f = rsurface.modelvertex3f;
9534 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9535 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9536 rsurface.svector3f = rsurface.modelsvector3f;
9537 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9538 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9539 rsurface.tvector3f = rsurface.modeltvector3f;
9540 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9541 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9542 rsurface.normal3f = rsurface.modelnormal3f;
9543 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9544 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9545 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9548 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)
9550 rsurface.entity = r_refdef.scene.worldentity;
9551 rsurface.skeleton = NULL;
9552 rsurface.ent_skinnum = 0;
9553 rsurface.ent_qwskin = -1;
9554 rsurface.ent_shadertime = shadertime;
9555 rsurface.ent_flags = entflags;
9556 rsurface.modelnum_vertices = numvertices;
9557 rsurface.modelnum_triangles = numtriangles;
9558 if (rsurface.array_size < rsurface.modelnum_vertices)
9559 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9560 rsurface.matrix = *matrix;
9561 rsurface.inversematrix = *inversematrix;
9562 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9563 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9564 R_EntityMatrix(&rsurface.matrix);
9565 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9566 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9567 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9568 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9569 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9570 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9571 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9572 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9573 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9574 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9575 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9576 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9577 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);
9578 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9579 rsurface.frameblend[0].lerp = 1;
9580 rsurface.ent_alttextures = false;
9581 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9582 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9585 rsurface.modelvertex3f = vertex3f;
9586 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9587 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9588 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9590 else if (wantnormals)
9592 rsurface.modelvertex3f = vertex3f;
9593 rsurface.modelsvector3f = NULL;
9594 rsurface.modeltvector3f = NULL;
9595 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9599 rsurface.modelvertex3f = vertex3f;
9600 rsurface.modelsvector3f = NULL;
9601 rsurface.modeltvector3f = NULL;
9602 rsurface.modelnormal3f = NULL;
9604 rsurface.modelvertex3f_bufferobject = 0;
9605 rsurface.modelvertex3f_bufferoffset = 0;
9606 rsurface.modelsvector3f_bufferobject = 0;
9607 rsurface.modelsvector3f_bufferoffset = 0;
9608 rsurface.modeltvector3f_bufferobject = 0;
9609 rsurface.modeltvector3f_bufferoffset = 0;
9610 rsurface.modelnormal3f_bufferobject = 0;
9611 rsurface.modelnormal3f_bufferoffset = 0;
9612 rsurface.generatedvertex = true;
9613 rsurface.modellightmapcolor4f = color4f;
9614 rsurface.modellightmapcolor4f_bufferobject = 0;
9615 rsurface.modellightmapcolor4f_bufferoffset = 0;
9616 rsurface.modeltexcoordtexture2f = texcoord2f;
9617 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9618 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9619 rsurface.modeltexcoordlightmap2f = NULL;
9620 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9621 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9622 rsurface.modelelement3i = element3i;
9623 rsurface.modelelement3s = element3s;
9624 rsurface.modelelement3i_bufferobject = 0;
9625 rsurface.modelelement3s_bufferobject = 0;
9626 rsurface.modellightmapoffsets = NULL;
9627 rsurface.modelsurfaces = NULL;
9628 rsurface.vertex3f = rsurface.modelvertex3f;
9629 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9630 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9631 rsurface.svector3f = rsurface.modelsvector3f;
9632 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9633 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9634 rsurface.tvector3f = rsurface.modeltvector3f;
9635 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9636 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9637 rsurface.normal3f = rsurface.modelnormal3f;
9638 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9639 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9640 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9642 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9644 if ((wantnormals || wanttangents) && !normal3f)
9645 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9646 if (wanttangents && !svector3f)
9647 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9651 float RSurf_FogPoint(const float *v)
9653 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9654 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9655 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9656 float FogHeightFade = r_refdef.fogheightfade;
9658 unsigned int fogmasktableindex;
9659 if (r_refdef.fogplaneviewabove)
9660 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9662 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9663 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9664 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9667 float RSurf_FogVertex(const float *v)
9669 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9670 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9671 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9672 float FogHeightFade = rsurface.fogheightfade;
9674 unsigned int fogmasktableindex;
9675 if (r_refdef.fogplaneviewabove)
9676 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9678 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9679 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9680 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9683 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9684 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9687 int texturesurfaceindex;
9692 const float *v1, *in_tc;
9694 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9696 q3shaderinfo_deform_t *deform;
9697 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9698 if (rsurface.generatedvertex)
9700 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9701 generatenormals = true;
9702 for (i = 0;i < Q3MAXDEFORMS;i++)
9704 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9706 generatetangents = true;
9707 generatenormals = true;
9709 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9710 generatenormals = true;
9712 if (generatenormals && !rsurface.modelnormal3f)
9714 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9715 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9716 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9717 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9719 if (generatetangents && !rsurface.modelsvector3f)
9721 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9722 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9723 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9724 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9725 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9726 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9727 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9730 rsurface.vertex3f = rsurface.modelvertex3f;
9731 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9732 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9733 rsurface.svector3f = rsurface.modelsvector3f;
9734 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9735 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9736 rsurface.tvector3f = rsurface.modeltvector3f;
9737 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9738 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9739 rsurface.normal3f = rsurface.modelnormal3f;
9740 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9741 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9742 // if vertices are deformed (sprite flares and things in maps, possibly
9743 // water waves, bulges and other deformations), generate them into
9744 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9745 // (may be static model data or generated data for an animated model, or
9746 // the previous deform pass)
9747 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9749 switch (deform->deform)
9752 case Q3DEFORM_PROJECTIONSHADOW:
9753 case Q3DEFORM_TEXT0:
9754 case Q3DEFORM_TEXT1:
9755 case Q3DEFORM_TEXT2:
9756 case Q3DEFORM_TEXT3:
9757 case Q3DEFORM_TEXT4:
9758 case Q3DEFORM_TEXT5:
9759 case Q3DEFORM_TEXT6:
9760 case Q3DEFORM_TEXT7:
9763 case Q3DEFORM_AUTOSPRITE:
9764 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9765 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9766 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9767 VectorNormalize(newforward);
9768 VectorNormalize(newright);
9769 VectorNormalize(newup);
9770 // make deformed versions of only the model vertices used by the specified surfaces
9771 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9773 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9774 // a single autosprite surface can contain multiple sprites...
9775 for (j = 0;j < surface->num_vertices - 3;j += 4)
9777 VectorClear(center);
9778 for (i = 0;i < 4;i++)
9779 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9780 VectorScale(center, 0.25f, center);
9781 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9782 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9783 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9784 for (i = 0;i < 4;i++)
9786 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9787 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9790 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9791 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9793 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9794 rsurface.vertex3f_bufferobject = 0;
9795 rsurface.vertex3f_bufferoffset = 0;
9796 rsurface.svector3f = rsurface.array_deformedsvector3f;
9797 rsurface.svector3f_bufferobject = 0;
9798 rsurface.svector3f_bufferoffset = 0;
9799 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9800 rsurface.tvector3f_bufferobject = 0;
9801 rsurface.tvector3f_bufferoffset = 0;
9802 rsurface.normal3f = rsurface.array_deformednormal3f;
9803 rsurface.normal3f_bufferobject = 0;
9804 rsurface.normal3f_bufferoffset = 0;
9806 case Q3DEFORM_AUTOSPRITE2:
9807 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9808 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9809 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9810 VectorNormalize(newforward);
9811 VectorNormalize(newright);
9812 VectorNormalize(newup);
9813 // make deformed versions of only the model vertices used by the specified surfaces
9814 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9816 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9817 const float *v1, *v2;
9827 memset(shortest, 0, sizeof(shortest));
9828 // a single autosprite surface can contain multiple sprites...
9829 for (j = 0;j < surface->num_vertices - 3;j += 4)
9831 VectorClear(center);
9832 for (i = 0;i < 4;i++)
9833 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9834 VectorScale(center, 0.25f, center);
9835 // find the two shortest edges, then use them to define the
9836 // axis vectors for rotating around the central axis
9837 for (i = 0;i < 6;i++)
9839 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9840 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9842 Debug_PolygonBegin(NULL, 0);
9843 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9844 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9845 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9848 l = VectorDistance2(v1, v2);
9849 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9851 l += (1.0f / 1024.0f);
9852 if (shortest[0].length2 > l || i == 0)
9854 shortest[1] = shortest[0];
9855 shortest[0].length2 = l;
9856 shortest[0].v1 = v1;
9857 shortest[0].v2 = v2;
9859 else if (shortest[1].length2 > l || i == 1)
9861 shortest[1].length2 = l;
9862 shortest[1].v1 = v1;
9863 shortest[1].v2 = v2;
9866 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9867 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9869 Debug_PolygonBegin(NULL, 0);
9870 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9871 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9872 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9875 // this calculates the right vector from the shortest edge
9876 // and the up vector from the edge midpoints
9877 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9878 VectorNormalize(right);
9879 VectorSubtract(end, start, up);
9880 VectorNormalize(up);
9881 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9882 VectorSubtract(rsurface.localvieworigin, center, forward);
9883 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9884 VectorNegate(forward, forward);
9885 VectorReflect(forward, 0, up, forward);
9886 VectorNormalize(forward);
9887 CrossProduct(up, forward, newright);
9888 VectorNormalize(newright);
9890 Debug_PolygonBegin(NULL, 0);
9891 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9892 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9893 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9897 Debug_PolygonBegin(NULL, 0);
9898 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9899 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9900 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9903 // rotate the quad around the up axis vector, this is made
9904 // especially easy by the fact we know the quad is flat,
9905 // so we only have to subtract the center position and
9906 // measure distance along the right vector, and then
9907 // multiply that by the newright vector and add back the
9909 // we also need to subtract the old position to undo the
9910 // displacement from the center, which we do with a
9911 // DotProduct, the subtraction/addition of center is also
9912 // optimized into DotProducts here
9913 l = DotProduct(right, center);
9914 for (i = 0;i < 4;i++)
9916 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9917 f = DotProduct(right, v1) - l;
9918 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9921 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9922 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9924 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9925 rsurface.vertex3f_bufferobject = 0;
9926 rsurface.vertex3f_bufferoffset = 0;
9927 rsurface.svector3f = rsurface.array_deformedsvector3f;
9928 rsurface.svector3f_bufferobject = 0;
9929 rsurface.svector3f_bufferoffset = 0;
9930 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9931 rsurface.tvector3f_bufferobject = 0;
9932 rsurface.tvector3f_bufferoffset = 0;
9933 rsurface.normal3f = rsurface.array_deformednormal3f;
9934 rsurface.normal3f_bufferobject = 0;
9935 rsurface.normal3f_bufferoffset = 0;
9937 case Q3DEFORM_NORMAL:
9938 // deform the normals to make reflections wavey
9939 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9941 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9942 for (j = 0;j < surface->num_vertices;j++)
9945 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9946 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9947 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9948 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9949 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9950 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9951 VectorNormalize(normal);
9953 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9955 rsurface.svector3f = rsurface.array_deformedsvector3f;
9956 rsurface.svector3f_bufferobject = 0;
9957 rsurface.svector3f_bufferoffset = 0;
9958 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9959 rsurface.tvector3f_bufferobject = 0;
9960 rsurface.tvector3f_bufferoffset = 0;
9961 rsurface.normal3f = rsurface.array_deformednormal3f;
9962 rsurface.normal3f_bufferobject = 0;
9963 rsurface.normal3f_bufferoffset = 0;
9966 // deform vertex array to make wavey water and flags and such
9967 waveparms[0] = deform->waveparms[0];
9968 waveparms[1] = deform->waveparms[1];
9969 waveparms[2] = deform->waveparms[2];
9970 waveparms[3] = deform->waveparms[3];
9971 // this is how a divisor of vertex influence on deformation
9972 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9973 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9974 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9976 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9977 for (j = 0;j < surface->num_vertices;j++)
9979 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9980 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9981 // if the wavefunc depends on time, evaluate it per-vertex
9984 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9985 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9987 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9990 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9991 rsurface.vertex3f_bufferobject = 0;
9992 rsurface.vertex3f_bufferoffset = 0;
9994 case Q3DEFORM_BULGE:
9995 // deform vertex array to make the surface have moving bulges
9996 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9998 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9999 for (j = 0;j < surface->num_vertices;j++)
10001 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10002 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10005 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10006 rsurface.vertex3f_bufferobject = 0;
10007 rsurface.vertex3f_bufferoffset = 0;
10009 case Q3DEFORM_MOVE:
10010 // deform vertex array
10011 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10012 VectorScale(deform->parms, scale, waveparms);
10013 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10015 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10016 for (j = 0;j < surface->num_vertices;j++)
10017 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10019 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10020 rsurface.vertex3f_bufferobject = 0;
10021 rsurface.vertex3f_bufferoffset = 0;
10025 // generate texcoords based on the chosen texcoord source
10026 switch(rsurface.texture->tcgen.tcgen)
10029 case Q3TCGEN_TEXTURE:
10030 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10031 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10032 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10034 case Q3TCGEN_LIGHTMAP:
10035 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10036 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10037 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10039 case Q3TCGEN_VECTOR:
10040 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10042 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10043 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10045 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10046 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10049 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10050 rsurface.texcoordtexture2f_bufferobject = 0;
10051 rsurface.texcoordtexture2f_bufferoffset = 0;
10053 case Q3TCGEN_ENVIRONMENT:
10054 // make environment reflections using a spheremap
10055 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10057 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10058 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10059 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10060 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10061 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10063 // identical to Q3A's method, but executed in worldspace so
10064 // carried models can be shiny too
10066 float viewer[3], d, reflected[3], worldreflected[3];
10068 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10069 // VectorNormalize(viewer);
10071 d = DotProduct(normal, viewer);
10073 reflected[0] = normal[0]*2*d - viewer[0];
10074 reflected[1] = normal[1]*2*d - viewer[1];
10075 reflected[2] = normal[2]*2*d - viewer[2];
10076 // note: this is proportinal to viewer, so we can normalize later
10078 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10079 VectorNormalize(worldreflected);
10081 // note: this sphere map only uses world x and z!
10082 // so positive and negative y will LOOK THE SAME.
10083 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10084 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10087 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10088 rsurface.texcoordtexture2f_bufferobject = 0;
10089 rsurface.texcoordtexture2f_bufferoffset = 0;
10092 // the only tcmod that needs software vertex processing is turbulent, so
10093 // check for it here and apply the changes if needed
10094 // and we only support that as the first one
10095 // (handling a mixture of turbulent and other tcmods would be problematic
10096 // without punting it entirely to a software path)
10097 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10099 amplitude = rsurface.texture->tcmods[0].parms[1];
10100 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10101 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10103 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10104 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10106 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10107 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10110 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10111 rsurface.texcoordtexture2f_bufferobject = 0;
10112 rsurface.texcoordtexture2f_bufferoffset = 0;
10114 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10115 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10116 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10117 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10120 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10123 const msurface_t *surface = texturesurfacelist[0];
10124 const msurface_t *surface2;
10129 // TODO: lock all array ranges before render, rather than on each surface
10130 if (texturenumsurfaces == 1)
10131 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10132 else if (r_batchmode.integer == 2)
10134 #define MAXBATCHTRIANGLES 4096
10135 int batchtriangles = 0;
10136 static int batchelements[MAXBATCHTRIANGLES*3];
10137 for (i = 0;i < texturenumsurfaces;i = j)
10139 surface = texturesurfacelist[i];
10141 if (surface->num_triangles > MAXBATCHTRIANGLES)
10143 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10146 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10147 batchtriangles = surface->num_triangles;
10148 firstvertex = surface->num_firstvertex;
10149 endvertex = surface->num_firstvertex + surface->num_vertices;
10150 for (;j < texturenumsurfaces;j++)
10152 surface2 = texturesurfacelist[j];
10153 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10155 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10156 batchtriangles += surface2->num_triangles;
10157 firstvertex = min(firstvertex, surface2->num_firstvertex);
10158 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10160 surface2 = texturesurfacelist[j-1];
10161 numvertices = endvertex - firstvertex;
10162 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10165 else if (r_batchmode.integer == 1)
10167 for (i = 0;i < texturenumsurfaces;i = j)
10169 surface = texturesurfacelist[i];
10170 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10171 if (texturesurfacelist[j] != surface2)
10173 surface2 = texturesurfacelist[j-1];
10174 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10175 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10176 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10181 for (i = 0;i < texturenumsurfaces;i++)
10183 surface = texturesurfacelist[i];
10184 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10189 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10191 switch(vid.renderpath)
10193 case RENDERPATH_CGGL:
10195 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10196 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10199 case RENDERPATH_GL20:
10200 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10201 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10203 case RENDERPATH_GL13:
10204 case RENDERPATH_GL11:
10205 R_Mesh_TexBind(0, surface->lightmaptexture);
10210 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10212 // pick the closest matching water plane and bind textures
10213 int planeindex, vertexindex;
10217 r_waterstate_waterplane_t *p, *bestp;
10220 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10223 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10225 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10226 d += fabs(PlaneDiff(vert, &p->plane));
10228 if (bestd > d || !bestp)
10234 switch(vid.renderpath)
10236 case RENDERPATH_CGGL:
10238 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10239 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10242 case RENDERPATH_GL20:
10243 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10244 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10246 case RENDERPATH_GL13:
10247 case RENDERPATH_GL11:
10252 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10255 const msurface_t *surface;
10256 if (r_waterstate.renderingscene)
10258 for (i = 0;i < texturenumsurfaces;i++)
10260 surface = texturesurfacelist[i];
10261 RSurf_BindLightmapForSurface(surface);
10262 RSurf_BindReflectionForSurface(surface);
10263 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10267 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10271 const msurface_t *surface = texturesurfacelist[0];
10272 const msurface_t *surface2;
10277 if (texturenumsurfaces == 1)
10279 RSurf_BindLightmapForSurface(surface);
10280 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10282 else if (r_batchmode.integer == 2)
10284 #define MAXBATCHTRIANGLES 4096
10285 int batchtriangles = 0;
10286 static int batchelements[MAXBATCHTRIANGLES*3];
10287 for (i = 0;i < texturenumsurfaces;i = j)
10289 surface = texturesurfacelist[i];
10290 RSurf_BindLightmapForSurface(surface);
10292 if (surface->num_triangles > MAXBATCHTRIANGLES)
10294 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10297 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10298 batchtriangles = surface->num_triangles;
10299 firstvertex = surface->num_firstvertex;
10300 endvertex = surface->num_firstvertex + surface->num_vertices;
10301 for (;j < texturenumsurfaces;j++)
10303 surface2 = texturesurfacelist[j];
10304 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10306 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10307 batchtriangles += surface2->num_triangles;
10308 firstvertex = min(firstvertex, surface2->num_firstvertex);
10309 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10311 surface2 = texturesurfacelist[j-1];
10312 numvertices = endvertex - firstvertex;
10313 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10316 else if (r_batchmode.integer == 1)
10319 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10320 for (i = 0;i < texturenumsurfaces;i = j)
10322 surface = texturesurfacelist[i];
10323 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10324 if (texturesurfacelist[j] != surface2)
10326 Con_Printf(" %i", j - i);
10329 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10331 for (i = 0;i < texturenumsurfaces;i = j)
10333 surface = texturesurfacelist[i];
10334 RSurf_BindLightmapForSurface(surface);
10335 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10336 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10339 Con_Printf(" %i", j - i);
10341 surface2 = texturesurfacelist[j-1];
10342 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10343 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10344 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10352 for (i = 0;i < texturenumsurfaces;i++)
10354 surface = texturesurfacelist[i];
10355 RSurf_BindLightmapForSurface(surface);
10356 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10361 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10364 int texturesurfaceindex;
10365 if (r_showsurfaces.integer == 2)
10367 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10369 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10370 for (j = 0;j < surface->num_triangles;j++)
10372 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10373 GL_Color(f, f, f, 1);
10374 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10380 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10382 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10383 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10384 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10385 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10390 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10392 int texturesurfaceindex;
10396 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10398 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10399 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10407 rsurface.lightmapcolor4f = rsurface.array_color4f;
10408 rsurface.lightmapcolor4f_bufferobject = 0;
10409 rsurface.lightmapcolor4f_bufferoffset = 0;
10412 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10414 int texturesurfaceindex;
10420 if (rsurface.lightmapcolor4f)
10422 // generate color arrays for the surfaces in this list
10423 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10425 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10426 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10428 f = RSurf_FogVertex(v);
10438 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10440 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10441 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10443 f = RSurf_FogVertex(v);
10451 rsurface.lightmapcolor4f = rsurface.array_color4f;
10452 rsurface.lightmapcolor4f_bufferobject = 0;
10453 rsurface.lightmapcolor4f_bufferoffset = 0;
10456 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10458 int texturesurfaceindex;
10464 if (!rsurface.lightmapcolor4f)
10466 // generate color arrays for the surfaces in this list
10467 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10469 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10470 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10472 f = RSurf_FogVertex(v);
10473 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10474 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10475 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10479 rsurface.lightmapcolor4f = rsurface.array_color4f;
10480 rsurface.lightmapcolor4f_bufferobject = 0;
10481 rsurface.lightmapcolor4f_bufferoffset = 0;
10484 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10486 int texturesurfaceindex;
10490 if (!rsurface.lightmapcolor4f)
10492 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10494 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10495 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10503 rsurface.lightmapcolor4f = rsurface.array_color4f;
10504 rsurface.lightmapcolor4f_bufferobject = 0;
10505 rsurface.lightmapcolor4f_bufferoffset = 0;
10508 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10510 int texturesurfaceindex;
10514 if (!rsurface.lightmapcolor4f)
10516 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10518 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10519 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10521 c2[0] = c[0] + r_refdef.scene.ambient;
10522 c2[1] = c[1] + r_refdef.scene.ambient;
10523 c2[2] = c[2] + r_refdef.scene.ambient;
10527 rsurface.lightmapcolor4f = rsurface.array_color4f;
10528 rsurface.lightmapcolor4f_bufferobject = 0;
10529 rsurface.lightmapcolor4f_bufferoffset = 0;
10532 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10535 rsurface.lightmapcolor4f = NULL;
10536 rsurface.lightmapcolor4f_bufferobject = 0;
10537 rsurface.lightmapcolor4f_bufferoffset = 0;
10538 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10539 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10540 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10541 GL_Color(r, g, b, a);
10542 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10545 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10547 // TODO: optimize applyfog && applycolor case
10548 // just apply fog if necessary, and tint the fog color array if necessary
10549 rsurface.lightmapcolor4f = NULL;
10550 rsurface.lightmapcolor4f_bufferobject = 0;
10551 rsurface.lightmapcolor4f_bufferoffset = 0;
10552 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10553 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10554 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10555 GL_Color(r, g, b, a);
10556 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10559 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10561 int texturesurfaceindex;
10565 if (texturesurfacelist[0]->lightmapinfo)
10567 // generate color arrays for the surfaces in this list
10568 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10570 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10571 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10573 if (surface->lightmapinfo->samples)
10575 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10576 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10577 VectorScale(lm, scale, c);
10578 if (surface->lightmapinfo->styles[1] != 255)
10580 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10582 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10583 VectorMA(c, scale, lm, c);
10584 if (surface->lightmapinfo->styles[2] != 255)
10587 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10588 VectorMA(c, scale, lm, c);
10589 if (surface->lightmapinfo->styles[3] != 255)
10592 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10593 VectorMA(c, scale, lm, c);
10603 rsurface.lightmapcolor4f = rsurface.array_color4f;
10604 rsurface.lightmapcolor4f_bufferobject = 0;
10605 rsurface.lightmapcolor4f_bufferoffset = 0;
10609 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10610 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10611 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10613 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10614 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10615 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10616 GL_Color(r, g, b, a);
10617 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10620 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10622 int texturesurfaceindex;
10629 vec3_t ambientcolor;
10630 vec3_t diffusecolor;
10634 VectorCopy(rsurface.modellight_lightdir, lightdir);
10635 f = 0.5f * r_refdef.lightmapintensity;
10636 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10637 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10638 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10639 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10640 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10641 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10643 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10645 // generate color arrays for the surfaces in this list
10646 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10648 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10649 int numverts = surface->num_vertices;
10650 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10651 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10652 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10653 // q3-style directional shading
10654 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10656 if ((f = DotProduct(n, lightdir)) > 0)
10657 VectorMA(ambientcolor, f, diffusecolor, c);
10659 VectorCopy(ambientcolor, c);
10667 rsurface.lightmapcolor4f = rsurface.array_color4f;
10668 rsurface.lightmapcolor4f_bufferobject = 0;
10669 rsurface.lightmapcolor4f_bufferoffset = 0;
10670 *applycolor = false;
10674 *r = ambientcolor[0];
10675 *g = ambientcolor[1];
10676 *b = ambientcolor[2];
10677 rsurface.lightmapcolor4f = NULL;
10678 rsurface.lightmapcolor4f_bufferobject = 0;
10679 rsurface.lightmapcolor4f_bufferoffset = 0;
10683 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10685 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10686 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10687 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10688 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10689 GL_Color(r, g, b, a);
10690 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10693 void RSurf_SetupDepthAndCulling(void)
10695 // submodels are biased to avoid z-fighting with world surfaces that they
10696 // may be exactly overlapping (avoids z-fighting artifacts on certain
10697 // doors and things in Quake maps)
10698 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10699 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10700 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10701 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10704 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10706 // transparent sky would be ridiculous
10707 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10709 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10710 skyrenderlater = true;
10711 RSurf_SetupDepthAndCulling();
10712 GL_DepthMask(true);
10713 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10714 // skymasking on them, and Quake3 never did sky masking (unlike
10715 // software Quake and software Quake2), so disable the sky masking
10716 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10717 // and skymasking also looks very bad when noclipping outside the
10718 // level, so don't use it then either.
10719 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10721 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10722 R_Mesh_ColorPointer(NULL, 0, 0);
10723 R_Mesh_ResetTextureState();
10724 if (skyrendermasked)
10726 R_SetupShader_DepthOrShadow();
10727 // depth-only (masking)
10728 GL_ColorMask(0,0,0,0);
10729 // just to make sure that braindead drivers don't draw
10730 // anything despite that colormask...
10731 GL_BlendFunc(GL_ZERO, GL_ONE);
10735 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10737 GL_BlendFunc(GL_ONE, GL_ZERO);
10739 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10740 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10741 if (skyrendermasked)
10742 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10744 R_Mesh_ResetTextureState();
10745 GL_Color(1, 1, 1, 1);
10748 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10749 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10750 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10752 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10754 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10757 // render screenspace normalmap to texture
10758 GL_DepthMask(true);
10759 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10760 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10762 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10764 // render water or distortion background, then blend surface on top
10765 GL_DepthMask(true);
10766 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10767 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10768 GL_DepthMask(false);
10769 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10770 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10771 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10773 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10777 // render surface normally
10778 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10779 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10780 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10781 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10782 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10783 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10785 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10789 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10791 // OpenGL 1.3 path - anything not completely ancient
10792 int texturesurfaceindex;
10793 qboolean applycolor;
10796 const texturelayer_t *layer;
10797 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10799 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10802 int layertexrgbscale;
10803 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10805 if (layerindex == 0)
10806 GL_AlphaTest(true);
10809 GL_AlphaTest(false);
10810 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10813 GL_DepthMask(layer->depthmask && writedepth);
10814 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10815 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10817 layertexrgbscale = 4;
10818 VectorScale(layer->color, 0.25f, layercolor);
10820 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10822 layertexrgbscale = 2;
10823 VectorScale(layer->color, 0.5f, layercolor);
10827 layertexrgbscale = 1;
10828 VectorScale(layer->color, 1.0f, layercolor);
10830 layercolor[3] = layer->color[3];
10831 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10832 R_Mesh_ColorPointer(NULL, 0, 0);
10833 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10834 switch (layer->type)
10836 case TEXTURELAYERTYPE_LITTEXTURE:
10837 // single-pass lightmapped texture with 2x rgbscale
10838 R_Mesh_TexBind(0, r_texture_white);
10839 R_Mesh_TexMatrix(0, NULL);
10840 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10841 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10842 R_Mesh_TexBind(1, layer->texture);
10843 R_Mesh_TexMatrix(1, &layer->texmatrix);
10844 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10845 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10846 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10847 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10848 else if (rsurface.uselightmaptexture)
10849 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10851 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10853 case TEXTURELAYERTYPE_TEXTURE:
10854 // singletexture unlit texture with transparency support
10855 R_Mesh_TexBind(0, layer->texture);
10856 R_Mesh_TexMatrix(0, &layer->texmatrix);
10857 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10858 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10859 R_Mesh_TexBind(1, 0);
10860 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10861 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10863 case TEXTURELAYERTYPE_FOG:
10864 // singletexture fogging
10865 if (layer->texture)
10867 R_Mesh_TexBind(0, layer->texture);
10868 R_Mesh_TexMatrix(0, &layer->texmatrix);
10869 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10870 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10874 R_Mesh_TexBind(0, 0);
10875 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10877 R_Mesh_TexBind(1, 0);
10878 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10879 // generate a color array for the fog pass
10880 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10881 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10887 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10888 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10890 f = 1 - RSurf_FogVertex(v);
10891 c[0] = layercolor[0];
10892 c[1] = layercolor[1];
10893 c[2] = layercolor[2];
10894 c[3] = f * layercolor[3];
10897 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10900 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10904 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10906 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10907 GL_AlphaTest(false);
10911 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10913 // OpenGL 1.1 - crusty old voodoo path
10914 int texturesurfaceindex;
10917 const texturelayer_t *layer;
10918 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10920 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10922 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10924 if (layerindex == 0)
10925 GL_AlphaTest(true);
10928 GL_AlphaTest(false);
10929 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10932 GL_DepthMask(layer->depthmask && writedepth);
10933 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10934 R_Mesh_ColorPointer(NULL, 0, 0);
10935 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10936 switch (layer->type)
10938 case TEXTURELAYERTYPE_LITTEXTURE:
10939 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10941 // two-pass lit texture with 2x rgbscale
10942 // first the lightmap pass
10943 R_Mesh_TexBind(0, r_texture_white);
10944 R_Mesh_TexMatrix(0, NULL);
10945 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10946 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10947 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10948 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10949 else if (rsurface.uselightmaptexture)
10950 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10952 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10953 // then apply the texture to it
10954 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10955 R_Mesh_TexBind(0, layer->texture);
10956 R_Mesh_TexMatrix(0, &layer->texmatrix);
10957 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10958 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10959 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10963 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10964 R_Mesh_TexBind(0, layer->texture);
10965 R_Mesh_TexMatrix(0, &layer->texmatrix);
10966 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10967 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10968 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10969 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10971 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10974 case TEXTURELAYERTYPE_TEXTURE:
10975 // singletexture unlit texture with transparency support
10976 R_Mesh_TexBind(0, layer->texture);
10977 R_Mesh_TexMatrix(0, &layer->texmatrix);
10978 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10979 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10980 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10982 case TEXTURELAYERTYPE_FOG:
10983 // singletexture fogging
10984 if (layer->texture)
10986 R_Mesh_TexBind(0, layer->texture);
10987 R_Mesh_TexMatrix(0, &layer->texmatrix);
10988 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10989 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10993 R_Mesh_TexBind(0, 0);
10994 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10996 // generate a color array for the fog pass
10997 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10998 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11004 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11005 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11007 f = 1 - RSurf_FogVertex(v);
11008 c[0] = layer->color[0];
11009 c[1] = layer->color[1];
11010 c[2] = layer->color[2];
11011 c[3] = f * layer->color[3];
11014 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11017 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11021 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11023 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11024 GL_AlphaTest(false);
11028 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11032 GL_AlphaTest(false);
11033 R_Mesh_ColorPointer(NULL, 0, 0);
11034 R_Mesh_ResetTextureState();
11035 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11037 if(rsurface.texture && rsurface.texture->currentskinframe)
11039 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11040 c[3] *= rsurface.texture->currentalpha;
11050 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11052 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11053 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11054 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11057 // brighten it up (as texture value 127 means "unlit")
11058 c[0] *= 2 * r_refdef.view.colorscale;
11059 c[1] *= 2 * r_refdef.view.colorscale;
11060 c[2] *= 2 * r_refdef.view.colorscale;
11062 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11063 c[3] *= r_wateralpha.value;
11065 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11067 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11068 GL_DepthMask(false);
11070 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11072 GL_BlendFunc(GL_ONE, GL_ONE);
11073 GL_DepthMask(false);
11075 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11077 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11078 GL_DepthMask(false);
11080 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11082 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11083 GL_DepthMask(false);
11087 GL_BlendFunc(GL_ONE, GL_ZERO);
11088 GL_DepthMask(writedepth);
11091 rsurface.lightmapcolor4f = NULL;
11093 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11095 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11097 rsurface.lightmapcolor4f = NULL;
11098 rsurface.lightmapcolor4f_bufferobject = 0;
11099 rsurface.lightmapcolor4f_bufferoffset = 0;
11101 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11103 qboolean applycolor = true;
11106 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11108 r_refdef.lightmapintensity = 1;
11109 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11110 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11114 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11116 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11117 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11118 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11121 if(!rsurface.lightmapcolor4f)
11122 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11124 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11125 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11126 if(r_refdef.fogenabled)
11127 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11129 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11130 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11133 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11136 RSurf_SetupDepthAndCulling();
11137 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11139 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11142 switch (vid.renderpath)
11144 case RENDERPATH_GL20:
11145 case RENDERPATH_CGGL:
11146 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11148 case RENDERPATH_GL13:
11149 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11151 case RENDERPATH_GL11:
11152 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11158 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11161 RSurf_SetupDepthAndCulling();
11162 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11164 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11167 switch (vid.renderpath)
11169 case RENDERPATH_GL20:
11170 case RENDERPATH_CGGL:
11171 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11173 case RENDERPATH_GL13:
11174 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11176 case RENDERPATH_GL11:
11177 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11183 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11186 int texturenumsurfaces, endsurface;
11187 texture_t *texture;
11188 const msurface_t *surface;
11189 const msurface_t *texturesurfacelist[256];
11191 // if the model is static it doesn't matter what value we give for
11192 // wantnormals and wanttangents, so this logic uses only rules applicable
11193 // to a model, knowing that they are meaningless otherwise
11194 if (ent == r_refdef.scene.worldentity)
11195 RSurf_ActiveWorldEntity();
11196 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11197 RSurf_ActiveModelEntity(ent, false, false, false);
11200 switch (vid.renderpath)
11202 case RENDERPATH_GL20:
11203 case RENDERPATH_CGGL:
11204 RSurf_ActiveModelEntity(ent, true, true, false);
11206 case RENDERPATH_GL13:
11207 case RENDERPATH_GL11:
11208 RSurf_ActiveModelEntity(ent, true, false, false);
11213 if (r_transparentdepthmasking.integer)
11215 qboolean setup = false;
11216 for (i = 0;i < numsurfaces;i = j)
11219 surface = rsurface.modelsurfaces + surfacelist[i];
11220 texture = surface->texture;
11221 rsurface.texture = R_GetCurrentTexture(texture);
11222 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11223 // scan ahead until we find a different texture
11224 endsurface = min(i + 1024, numsurfaces);
11225 texturenumsurfaces = 0;
11226 texturesurfacelist[texturenumsurfaces++] = surface;
11227 for (;j < endsurface;j++)
11229 surface = rsurface.modelsurfaces + surfacelist[j];
11230 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11232 texturesurfacelist[texturenumsurfaces++] = surface;
11234 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11236 // render the range of surfaces as depth
11240 GL_ColorMask(0,0,0,0);
11242 GL_DepthTest(true);
11243 GL_BlendFunc(GL_ONE, GL_ZERO);
11244 GL_DepthMask(true);
11245 GL_AlphaTest(false);
11246 R_Mesh_ColorPointer(NULL, 0, 0);
11247 R_Mesh_ResetTextureState();
11248 R_SetupShader_DepthOrShadow();
11250 RSurf_SetupDepthAndCulling();
11251 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11252 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11255 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11258 for (i = 0;i < numsurfaces;i = j)
11261 surface = rsurface.modelsurfaces + surfacelist[i];
11262 texture = surface->texture;
11263 rsurface.texture = R_GetCurrentTexture(texture);
11264 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11265 // scan ahead until we find a different texture
11266 endsurface = min(i + 1024, numsurfaces);
11267 texturenumsurfaces = 0;
11268 texturesurfacelist[texturenumsurfaces++] = surface;
11269 for (;j < endsurface;j++)
11271 surface = rsurface.modelsurfaces + surfacelist[j];
11272 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11274 texturesurfacelist[texturenumsurfaces++] = surface;
11276 // render the range of surfaces
11277 if (ent == r_refdef.scene.worldentity)
11278 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11280 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11282 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11283 GL_AlphaTest(false);
11286 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11288 // transparent surfaces get pushed off into the transparent queue
11289 int surfacelistindex;
11290 const msurface_t *surface;
11291 vec3_t tempcenter, center;
11292 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11294 surface = texturesurfacelist[surfacelistindex];
11295 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11296 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11297 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11298 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11299 if (queueentity->transparent_offset) // transparent offset
11301 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11302 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11303 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11305 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11309 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11311 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11315 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11317 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11319 RSurf_SetupDepthAndCulling();
11320 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11321 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11325 if (!rsurface.texture->currentnumlayers)
11327 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11328 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11330 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11332 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11334 RSurf_SetupDepthAndCulling();
11335 GL_AlphaTest(false);
11336 R_Mesh_ColorPointer(NULL, 0, 0);
11337 R_Mesh_ResetTextureState();
11338 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11339 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11340 GL_DepthMask(true);
11341 GL_BlendFunc(GL_ONE, GL_ZERO);
11342 GL_Color(0, 0, 0, 1);
11343 GL_DepthTest(writedepth);
11344 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11346 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11348 RSurf_SetupDepthAndCulling();
11349 GL_AlphaTest(false);
11350 R_Mesh_ColorPointer(NULL, 0, 0);
11351 R_Mesh_ResetTextureState();
11352 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11353 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11354 GL_DepthMask(true);
11355 GL_BlendFunc(GL_ONE, GL_ZERO);
11356 GL_DepthTest(true);
11357 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11359 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11360 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11361 else if (!rsurface.texture->currentnumlayers)
11363 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11365 // in the deferred case, transparent surfaces were queued during prepass
11366 if (!r_shadow_usingdeferredprepass)
11367 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11371 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11372 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11377 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11380 texture_t *texture;
11381 // break the surface list down into batches by texture and use of lightmapping
11382 for (i = 0;i < numsurfaces;i = j)
11385 // texture is the base texture pointer, rsurface.texture is the
11386 // current frame/skin the texture is directing us to use (for example
11387 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11388 // use skin 1 instead)
11389 texture = surfacelist[i]->texture;
11390 rsurface.texture = R_GetCurrentTexture(texture);
11391 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11392 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11394 // if this texture is not the kind we want, skip ahead to the next one
11395 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11399 // simply scan ahead until we find a different texture or lightmap state
11400 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11402 // render the range of surfaces
11403 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11407 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11412 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11414 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11416 RSurf_SetupDepthAndCulling();
11417 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11418 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11422 if (!rsurface.texture->currentnumlayers)
11424 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11425 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11427 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11429 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11431 RSurf_SetupDepthAndCulling();
11432 GL_AlphaTest(false);
11433 R_Mesh_ColorPointer(NULL, 0, 0);
11434 R_Mesh_ResetTextureState();
11435 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11436 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11437 GL_DepthMask(true);
11438 GL_BlendFunc(GL_ONE, GL_ZERO);
11439 GL_Color(0, 0, 0, 1);
11440 GL_DepthTest(writedepth);
11441 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11443 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11445 RSurf_SetupDepthAndCulling();
11446 GL_AlphaTest(false);
11447 R_Mesh_ColorPointer(NULL, 0, 0);
11448 R_Mesh_ResetTextureState();
11449 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11450 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11451 GL_DepthMask(true);
11452 GL_BlendFunc(GL_ONE, GL_ZERO);
11453 GL_DepthTest(true);
11454 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11456 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11457 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11458 else if (!rsurface.texture->currentnumlayers)
11460 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11462 // in the deferred case, transparent surfaces were queued during prepass
11463 if (!r_shadow_usingdeferredprepass)
11464 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11468 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11469 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11474 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11477 texture_t *texture;
11478 // break the surface list down into batches by texture and use of lightmapping
11479 for (i = 0;i < numsurfaces;i = j)
11482 // texture is the base texture pointer, rsurface.texture is the
11483 // current frame/skin the texture is directing us to use (for example
11484 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11485 // use skin 1 instead)
11486 texture = surfacelist[i]->texture;
11487 rsurface.texture = R_GetCurrentTexture(texture);
11488 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11489 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11491 // if this texture is not the kind we want, skip ahead to the next one
11492 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11496 // simply scan ahead until we find a different texture or lightmap state
11497 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11499 // render the range of surfaces
11500 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11504 float locboxvertex3f[6*4*3] =
11506 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11507 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11508 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11509 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11510 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11511 1,0,0, 0,0,0, 0,1,0, 1,1,0
11514 unsigned short locboxelements[6*2*3] =
11519 12,13,14, 12,14,15,
11520 16,17,18, 16,18,19,
11524 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11527 cl_locnode_t *loc = (cl_locnode_t *)ent;
11529 float vertex3f[6*4*3];
11531 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11532 GL_DepthMask(false);
11533 GL_DepthRange(0, 1);
11534 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11535 GL_DepthTest(true);
11536 GL_CullFace(GL_NONE);
11537 R_EntityMatrix(&identitymatrix);
11539 R_Mesh_VertexPointer(vertex3f, 0, 0);
11540 R_Mesh_ColorPointer(NULL, 0, 0);
11541 R_Mesh_ResetTextureState();
11542 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11544 i = surfacelist[0];
11545 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11546 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11547 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11548 surfacelist[0] < 0 ? 0.5f : 0.125f);
11550 if (VectorCompare(loc->mins, loc->maxs))
11552 VectorSet(size, 2, 2, 2);
11553 VectorMA(loc->mins, -0.5f, size, mins);
11557 VectorCopy(loc->mins, mins);
11558 VectorSubtract(loc->maxs, loc->mins, size);
11561 for (i = 0;i < 6*4*3;)
11562 for (j = 0;j < 3;j++, i++)
11563 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11565 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11568 void R_DrawLocs(void)
11571 cl_locnode_t *loc, *nearestloc;
11573 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11574 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11576 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11577 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11581 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11583 if (decalsystem->decals)
11584 Mem_Free(decalsystem->decals);
11585 memset(decalsystem, 0, sizeof(*decalsystem));
11588 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)
11591 tridecal_t *decals;
11594 // expand or initialize the system
11595 if (decalsystem->maxdecals <= decalsystem->numdecals)
11597 decalsystem_t old = *decalsystem;
11598 qboolean useshortelements;
11599 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11600 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11601 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11602 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11603 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11604 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11605 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11606 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11607 if (decalsystem->numdecals)
11608 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11610 Mem_Free(old.decals);
11611 for (i = 0;i < decalsystem->maxdecals*3;i++)
11612 decalsystem->element3i[i] = i;
11613 if (useshortelements)
11614 for (i = 0;i < decalsystem->maxdecals*3;i++)
11615 decalsystem->element3s[i] = i;
11618 // grab a decal and search for another free slot for the next one
11619 decals = decalsystem->decals;
11620 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11621 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11623 decalsystem->freedecal = i;
11624 if (decalsystem->numdecals <= i)
11625 decalsystem->numdecals = i + 1;
11627 // initialize the decal
11629 decal->triangleindex = triangleindex;
11630 decal->surfaceindex = surfaceindex;
11631 decal->decalsequence = decalsequence;
11632 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11633 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11634 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11635 decal->color4ub[0][3] = 255;
11636 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11637 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11638 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11639 decal->color4ub[1][3] = 255;
11640 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11641 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11642 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11643 decal->color4ub[2][3] = 255;
11644 decal->vertex3f[0][0] = v0[0];
11645 decal->vertex3f[0][1] = v0[1];
11646 decal->vertex3f[0][2] = v0[2];
11647 decal->vertex3f[1][0] = v1[0];
11648 decal->vertex3f[1][1] = v1[1];
11649 decal->vertex3f[1][2] = v1[2];
11650 decal->vertex3f[2][0] = v2[0];
11651 decal->vertex3f[2][1] = v2[1];
11652 decal->vertex3f[2][2] = v2[2];
11653 decal->texcoord2f[0][0] = t0[0];
11654 decal->texcoord2f[0][1] = t0[1];
11655 decal->texcoord2f[1][0] = t1[0];
11656 decal->texcoord2f[1][1] = t1[1];
11657 decal->texcoord2f[2][0] = t2[0];
11658 decal->texcoord2f[2][1] = t2[1];
11661 extern cvar_t cl_decals_bias;
11662 extern cvar_t cl_decals_models;
11663 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11664 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)
11666 matrix4x4_t projection;
11667 decalsystem_t *decalsystem;
11670 const float *vertex3f;
11671 const msurface_t *surface;
11672 const msurface_t *surfaces;
11673 const int *surfacelist;
11674 const texture_t *texture;
11676 int numsurfacelist;
11677 int surfacelistindex;
11684 float localorigin[3];
11685 float localnormal[3];
11686 float localmins[3];
11687 float localmaxs[3];
11693 float planes[6][4];
11695 float points[2][9][3];
11699 decalsystem = &ent->decalsystem;
11700 model = ent->model;
11701 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11703 R_DecalSystem_Reset(&ent->decalsystem);
11707 if (!model->brush.data_nodes && !cl_decals_models.integer)
11709 if (decalsystem->model)
11710 R_DecalSystem_Reset(decalsystem);
11714 if (decalsystem->model != model)
11715 R_DecalSystem_Reset(decalsystem);
11716 decalsystem->model = model;
11718 RSurf_ActiveModelEntity(ent, false, false, false);
11720 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11721 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11722 VectorNormalize(localnormal);
11723 localsize = worldsize*rsurface.inversematrixscale;
11724 localmins[0] = localorigin[0] - localsize;
11725 localmins[1] = localorigin[1] - localsize;
11726 localmins[2] = localorigin[2] - localsize;
11727 localmaxs[0] = localorigin[0] + localsize;
11728 localmaxs[1] = localorigin[1] + localsize;
11729 localmaxs[2] = localorigin[2] + localsize;
11731 //VectorCopy(localnormal, planes[4]);
11732 //VectorVectors(planes[4], planes[2], planes[0]);
11733 AnglesFromVectors(angles, localnormal, NULL, false);
11734 AngleVectors(angles, planes[0], planes[2], planes[4]);
11735 VectorNegate(planes[0], planes[1]);
11736 VectorNegate(planes[2], planes[3]);
11737 VectorNegate(planes[4], planes[5]);
11738 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11739 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11740 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11741 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11742 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11743 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11748 matrix4x4_t forwardprojection;
11749 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11750 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11755 float projectionvector[4][3];
11756 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11757 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11758 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11759 projectionvector[0][0] = planes[0][0] * ilocalsize;
11760 projectionvector[0][1] = planes[1][0] * ilocalsize;
11761 projectionvector[0][2] = planes[2][0] * ilocalsize;
11762 projectionvector[1][0] = planes[0][1] * ilocalsize;
11763 projectionvector[1][1] = planes[1][1] * ilocalsize;
11764 projectionvector[1][2] = planes[2][1] * ilocalsize;
11765 projectionvector[2][0] = planes[0][2] * ilocalsize;
11766 projectionvector[2][1] = planes[1][2] * ilocalsize;
11767 projectionvector[2][2] = planes[2][2] * ilocalsize;
11768 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11769 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11770 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11771 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11775 dynamic = model->surfmesh.isanimated;
11776 vertex3f = rsurface.modelvertex3f;
11777 numsurfacelist = model->nummodelsurfaces;
11778 surfacelist = model->sortedmodelsurfaces;
11779 surfaces = model->data_surfaces;
11780 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11782 surfaceindex = surfacelist[surfacelistindex];
11783 surface = surfaces + surfaceindex;
11784 // check cull box first because it rejects more than any other check
11785 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11787 // skip transparent surfaces
11788 texture = surface->texture;
11789 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11791 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11793 numtriangles = surface->num_triangles;
11794 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11796 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11798 index = 3*e[cornerindex];
11799 VectorCopy(vertex3f + index, v[cornerindex]);
11802 //TriangleNormal(v[0], v[1], v[2], normal);
11803 //if (DotProduct(normal, localnormal) < 0.0f)
11805 // clip by each of the box planes formed from the projection matrix
11806 // if anything survives, we emit the decal
11807 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]);
11810 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]);
11813 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]);
11816 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]);
11819 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]);
11822 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]);
11825 // some part of the triangle survived, so we have to accept it...
11828 // dynamic always uses the original triangle
11830 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11832 index = 3*e[cornerindex];
11833 VectorCopy(vertex3f + index, v[cornerindex]);
11836 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11838 // convert vertex positions to texcoords
11839 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11840 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11841 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11842 // calculate distance fade from the projection origin
11843 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11844 f = bound(0.0f, f, 1.0f);
11845 c[cornerindex][0] = r * f;
11846 c[cornerindex][1] = g * f;
11847 c[cornerindex][2] = b * f;
11848 c[cornerindex][3] = 1.0f;
11849 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11852 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11854 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11855 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);
11860 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11861 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)
11863 int renderentityindex;
11864 float worldmins[3];
11865 float worldmaxs[3];
11866 entity_render_t *ent;
11868 if (!cl_decals_newsystem.integer)
11871 worldmins[0] = worldorigin[0] - worldsize;
11872 worldmins[1] = worldorigin[1] - worldsize;
11873 worldmins[2] = worldorigin[2] - worldsize;
11874 worldmaxs[0] = worldorigin[0] + worldsize;
11875 worldmaxs[1] = worldorigin[1] + worldsize;
11876 worldmaxs[2] = worldorigin[2] + worldsize;
11878 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11880 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11882 ent = r_refdef.scene.entities[renderentityindex];
11883 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11886 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11890 typedef struct r_decalsystem_splatqueue_s
11892 vec3_t worldorigin;
11893 vec3_t worldnormal;
11899 r_decalsystem_splatqueue_t;
11901 int r_decalsystem_numqueued = 0;
11902 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11904 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)
11906 r_decalsystem_splatqueue_t *queue;
11908 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11911 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11912 VectorCopy(worldorigin, queue->worldorigin);
11913 VectorCopy(worldnormal, queue->worldnormal);
11914 Vector4Set(queue->color, r, g, b, a);
11915 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11916 queue->worldsize = worldsize;
11917 queue->decalsequence = cl.decalsequence++;
11920 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11923 r_decalsystem_splatqueue_t *queue;
11925 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11926 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);
11927 r_decalsystem_numqueued = 0;
11930 extern cvar_t cl_decals_max;
11931 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11934 decalsystem_t *decalsystem = &ent->decalsystem;
11941 if (!decalsystem->numdecals)
11944 if (r_showsurfaces.integer)
11947 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11949 R_DecalSystem_Reset(decalsystem);
11953 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11954 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11956 if (decalsystem->lastupdatetime)
11957 frametime = (cl.time - decalsystem->lastupdatetime);
11960 decalsystem->lastupdatetime = cl.time;
11961 decal = decalsystem->decals;
11962 numdecals = decalsystem->numdecals;
11964 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11966 if (decal->color4ub[0][3])
11968 decal->lived += frametime;
11969 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11971 memset(decal, 0, sizeof(*decal));
11972 if (decalsystem->freedecal > i)
11973 decalsystem->freedecal = i;
11977 decal = decalsystem->decals;
11978 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11981 // collapse the array by shuffling the tail decals into the gaps
11984 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11985 decalsystem->freedecal++;
11986 if (decalsystem->freedecal == numdecals)
11988 decal[decalsystem->freedecal] = decal[--numdecals];
11991 decalsystem->numdecals = numdecals;
11993 if (numdecals <= 0)
11995 // if there are no decals left, reset decalsystem
11996 R_DecalSystem_Reset(decalsystem);
12000 extern skinframe_t *decalskinframe;
12001 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12004 decalsystem_t *decalsystem = &ent->decalsystem;
12013 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12016 numdecals = decalsystem->numdecals;
12020 if (r_showsurfaces.integer)
12023 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12025 R_DecalSystem_Reset(decalsystem);
12029 // if the model is static it doesn't matter what value we give for
12030 // wantnormals and wanttangents, so this logic uses only rules applicable
12031 // to a model, knowing that they are meaningless otherwise
12032 if (ent == r_refdef.scene.worldentity)
12033 RSurf_ActiveWorldEntity();
12035 RSurf_ActiveModelEntity(ent, false, false, false);
12037 decalsystem->lastupdatetime = cl.time;
12038 decal = decalsystem->decals;
12040 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12042 // update vertex positions for animated models
12043 v3f = decalsystem->vertex3f;
12044 c4f = decalsystem->color4f;
12045 t2f = decalsystem->texcoord2f;
12046 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12048 if (!decal->color4ub[0][3])
12051 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12054 // update color values for fading decals
12055 if (decal->lived >= cl_decals_time.value)
12057 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12058 alpha *= (1.0f/255.0f);
12061 alpha = 1.0f/255.0f;
12063 c4f[ 0] = decal->color4ub[0][0] * alpha;
12064 c4f[ 1] = decal->color4ub[0][1] * alpha;
12065 c4f[ 2] = decal->color4ub[0][2] * alpha;
12067 c4f[ 4] = decal->color4ub[1][0] * alpha;
12068 c4f[ 5] = decal->color4ub[1][1] * alpha;
12069 c4f[ 6] = decal->color4ub[1][2] * alpha;
12071 c4f[ 8] = decal->color4ub[2][0] * alpha;
12072 c4f[ 9] = decal->color4ub[2][1] * alpha;
12073 c4f[10] = decal->color4ub[2][2] * alpha;
12076 t2f[0] = decal->texcoord2f[0][0];
12077 t2f[1] = decal->texcoord2f[0][1];
12078 t2f[2] = decal->texcoord2f[1][0];
12079 t2f[3] = decal->texcoord2f[1][1];
12080 t2f[4] = decal->texcoord2f[2][0];
12081 t2f[5] = decal->texcoord2f[2][1];
12083 // update vertex positions for animated models
12084 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12086 e = rsurface.modelelement3i + 3*decal->triangleindex;
12087 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12088 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12089 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12093 VectorCopy(decal->vertex3f[0], v3f);
12094 VectorCopy(decal->vertex3f[1], v3f + 3);
12095 VectorCopy(decal->vertex3f[2], v3f + 6);
12106 r_refdef.stats.drawndecals += numtris;
12108 if (r_refdef.fogenabled)
12110 switch(vid.renderpath)
12112 case RENDERPATH_GL20:
12113 case RENDERPATH_CGGL:
12114 case RENDERPATH_GL13:
12115 case RENDERPATH_GL11:
12116 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12118 alpha = RSurf_FogVertex(v3f);
12127 // now render the decals all at once
12128 // (this assumes they all use one particle font texture!)
12129 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);
12130 R_Mesh_ResetTextureState();
12131 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12132 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12133 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12134 GL_DepthMask(false);
12135 GL_DepthRange(0, 1);
12136 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12137 GL_DepthTest(true);
12138 GL_CullFace(GL_NONE);
12139 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12140 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12141 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12145 static void R_DrawModelDecals(void)
12149 // fade faster when there are too many decals
12150 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12151 for (i = 0;i < r_refdef.scene.numentities;i++)
12152 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12154 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12155 for (i = 0;i < r_refdef.scene.numentities;i++)
12156 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12157 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12159 R_DecalSystem_ApplySplatEntitiesQueue();
12161 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12162 for (i = 0;i < r_refdef.scene.numentities;i++)
12163 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12165 r_refdef.stats.totaldecals += numdecals;
12167 if (r_showsurfaces.integer)
12170 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12172 for (i = 0;i < r_refdef.scene.numentities;i++)
12174 if (!r_refdef.viewcache.entityvisible[i])
12176 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12177 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12181 void R_DrawDebugModel(void)
12183 entity_render_t *ent = rsurface.entity;
12184 int i, j, k, l, flagsmask;
12186 const msurface_t *surface;
12187 dp_model_t *model = ent->model;
12190 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12192 R_Mesh_ColorPointer(NULL, 0, 0);
12193 R_Mesh_ResetTextureState();
12194 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12195 GL_DepthRange(0, 1);
12196 GL_DepthTest(!r_showdisabledepthtest.integer);
12197 GL_DepthMask(false);
12198 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12200 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12202 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12203 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12205 if (brush->colbrushf && brush->colbrushf->numtriangles)
12207 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12208 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12209 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12212 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12214 if (surface->num_collisiontriangles)
12216 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12217 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12218 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12223 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12225 if (r_showtris.integer || r_shownormals.integer)
12227 if (r_showdisabledepthtest.integer)
12229 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12230 GL_DepthMask(false);
12234 GL_BlendFunc(GL_ONE, GL_ZERO);
12235 GL_DepthMask(true);
12237 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12239 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12241 rsurface.texture = R_GetCurrentTexture(surface->texture);
12242 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12244 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12245 if (r_showtris.value > 0)
12247 if (!rsurface.texture->currentlayers->depthmask)
12248 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12249 else if (ent == r_refdef.scene.worldentity)
12250 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12252 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12253 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12254 R_Mesh_ColorPointer(NULL, 0, 0);
12255 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12256 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12257 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12258 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12259 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12262 if (r_shownormals.value < 0)
12264 qglBegin(GL_LINES);
12265 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12267 VectorCopy(rsurface.vertex3f + l * 3, v);
12268 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12269 qglVertex3f(v[0], v[1], v[2]);
12270 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12271 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12272 qglVertex3f(v[0], v[1], v[2]);
12277 if (r_shownormals.value > 0)
12279 qglBegin(GL_LINES);
12280 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12282 VectorCopy(rsurface.vertex3f + l * 3, v);
12283 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12284 qglVertex3f(v[0], v[1], v[2]);
12285 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12286 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12287 qglVertex3f(v[0], v[1], v[2]);
12291 qglBegin(GL_LINES);
12292 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12294 VectorCopy(rsurface.vertex3f + l * 3, v);
12295 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12296 qglVertex3f(v[0], v[1], v[2]);
12297 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12298 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12299 qglVertex3f(v[0], v[1], v[2]);
12303 qglBegin(GL_LINES);
12304 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12306 VectorCopy(rsurface.vertex3f + l * 3, v);
12307 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12308 qglVertex3f(v[0], v[1], v[2]);
12309 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12310 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12311 qglVertex3f(v[0], v[1], v[2]);
12318 rsurface.texture = NULL;
12322 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12323 int r_maxsurfacelist = 0;
12324 const msurface_t **r_surfacelist = NULL;
12325 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12327 int i, j, endj, flagsmask;
12328 dp_model_t *model = r_refdef.scene.worldmodel;
12329 msurface_t *surfaces;
12330 unsigned char *update;
12331 int numsurfacelist = 0;
12335 if (r_maxsurfacelist < model->num_surfaces)
12337 r_maxsurfacelist = model->num_surfaces;
12339 Mem_Free((msurface_t**)r_surfacelist);
12340 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12343 RSurf_ActiveWorldEntity();
12345 surfaces = model->data_surfaces;
12346 update = model->brushq1.lightmapupdateflags;
12348 // update light styles on this submodel
12349 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12351 model_brush_lightstyleinfo_t *style;
12352 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12354 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12356 int *list = style->surfacelist;
12357 style->value = r_refdef.scene.lightstylevalue[style->style];
12358 for (j = 0;j < style->numsurfaces;j++)
12359 update[list[j]] = true;
12364 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12368 R_DrawDebugModel();
12369 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12373 rsurface.uselightmaptexture = false;
12374 rsurface.texture = NULL;
12375 rsurface.rtlight = NULL;
12376 numsurfacelist = 0;
12377 // add visible surfaces to draw list
12378 for (i = 0;i < model->nummodelsurfaces;i++)
12380 j = model->sortedmodelsurfaces[i];
12381 if (r_refdef.viewcache.world_surfacevisible[j])
12382 r_surfacelist[numsurfacelist++] = surfaces + j;
12384 // update lightmaps if needed
12385 if (model->brushq1.firstrender)
12387 model->brushq1.firstrender = false;
12388 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12390 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12394 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12395 if (r_refdef.viewcache.world_surfacevisible[j])
12397 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12399 // don't do anything if there were no surfaces
12400 if (!numsurfacelist)
12402 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12405 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12406 GL_AlphaTest(false);
12408 // add to stats if desired
12409 if (r_speeds.integer && !skysurfaces && !depthonly)
12411 r_refdef.stats.world_surfaces += numsurfacelist;
12412 for (j = 0;j < numsurfacelist;j++)
12413 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12416 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12419 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12421 int i, j, endj, flagsmask;
12422 dp_model_t *model = ent->model;
12423 msurface_t *surfaces;
12424 unsigned char *update;
12425 int numsurfacelist = 0;
12429 if (r_maxsurfacelist < model->num_surfaces)
12431 r_maxsurfacelist = model->num_surfaces;
12433 Mem_Free((msurface_t **)r_surfacelist);
12434 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12437 // if the model is static it doesn't matter what value we give for
12438 // wantnormals and wanttangents, so this logic uses only rules applicable
12439 // to a model, knowing that they are meaningless otherwise
12440 if (ent == r_refdef.scene.worldentity)
12441 RSurf_ActiveWorldEntity();
12442 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12443 RSurf_ActiveModelEntity(ent, false, false, false);
12445 RSurf_ActiveModelEntity(ent, true, true, true);
12446 else if (depthonly)
12448 switch (vid.renderpath)
12450 case RENDERPATH_GL20:
12451 case RENDERPATH_CGGL:
12452 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12454 case RENDERPATH_GL13:
12455 case RENDERPATH_GL11:
12456 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12462 switch (vid.renderpath)
12464 case RENDERPATH_GL20:
12465 case RENDERPATH_CGGL:
12466 RSurf_ActiveModelEntity(ent, true, true, false);
12468 case RENDERPATH_GL13:
12469 case RENDERPATH_GL11:
12470 RSurf_ActiveModelEntity(ent, true, false, false);
12475 surfaces = model->data_surfaces;
12476 update = model->brushq1.lightmapupdateflags;
12478 // update light styles
12479 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12481 model_brush_lightstyleinfo_t *style;
12482 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12484 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12486 int *list = style->surfacelist;
12487 style->value = r_refdef.scene.lightstylevalue[style->style];
12488 for (j = 0;j < style->numsurfaces;j++)
12489 update[list[j]] = true;
12494 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12498 R_DrawDebugModel();
12499 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12503 rsurface.uselightmaptexture = false;
12504 rsurface.texture = NULL;
12505 rsurface.rtlight = NULL;
12506 numsurfacelist = 0;
12507 // add visible surfaces to draw list
12508 for (i = 0;i < model->nummodelsurfaces;i++)
12509 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12510 // don't do anything if there were no surfaces
12511 if (!numsurfacelist)
12513 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12516 // update lightmaps if needed
12520 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12525 R_BuildLightMap(ent, surfaces + j);
12530 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12532 R_BuildLightMap(ent, surfaces + j);
12533 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12534 GL_AlphaTest(false);
12536 // add to stats if desired
12537 if (r_speeds.integer && !skysurfaces && !depthonly)
12539 r_refdef.stats.entities_surfaces += numsurfacelist;
12540 for (j = 0;j < numsurfacelist;j++)
12541 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12544 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12547 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12549 static texture_t texture;
12550 static msurface_t surface;
12551 const msurface_t *surfacelist = &surface;
12553 // fake enough texture and surface state to render this geometry
12555 texture.update_lastrenderframe = -1; // regenerate this texture
12556 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12557 texture.currentskinframe = skinframe;
12558 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12559 texture.specularscalemod = 1;
12560 texture.specularpowermod = 1;
12562 surface.texture = &texture;
12563 surface.num_triangles = numtriangles;
12564 surface.num_firsttriangle = firsttriangle;
12565 surface.num_vertices = numvertices;
12566 surface.num_firstvertex = firstvertex;
12569 rsurface.texture = R_GetCurrentTexture(surface.texture);
12570 rsurface.uselightmaptexture = false;
12571 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12574 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)
12576 static msurface_t surface;
12577 const msurface_t *surfacelist = &surface;
12579 // fake enough texture and surface state to render this geometry
12581 surface.texture = texture;
12582 surface.num_triangles = numtriangles;
12583 surface.num_firsttriangle = firsttriangle;
12584 surface.num_vertices = numvertices;
12585 surface.num_firstvertex = firstvertex;
12588 rsurface.texture = R_GetCurrentTexture(surface.texture);
12589 rsurface.uselightmaptexture = false;
12590 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);