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_frame = 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_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 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)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 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)"};
125 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)"};
126 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)"};
127 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)"};
129 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)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 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"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 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)"};
153 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"};
155 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"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 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"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
167 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)"};
169 extern cvar_t v_glslgamma;
171 extern qboolean v_flipped_state;
173 static struct r_bloomstate_s
178 int bloomwidth, bloomheight;
180 int screentexturewidth, screentextureheight;
181 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
183 int bloomtexturewidth, bloomtextureheight;
184 rtexture_t *texture_bloom;
186 // arrays for rendering the screen passes
187 float screentexcoord2f[8];
188 float bloomtexcoord2f[8];
189 float offsettexcoord2f[8];
191 r_viewport_t viewport;
195 r_waterstate_t r_waterstate;
197 /// shadow volume bsp struct with automatically growing nodes buffer
200 rtexture_t *r_texture_blanknormalmap;
201 rtexture_t *r_texture_white;
202 rtexture_t *r_texture_grey128;
203 rtexture_t *r_texture_black;
204 rtexture_t *r_texture_notexture;
205 rtexture_t *r_texture_whitecube;
206 rtexture_t *r_texture_normalizationcube;
207 rtexture_t *r_texture_fogattenuation;
208 rtexture_t *r_texture_gammaramps;
209 unsigned int r_texture_gammaramps_serial;
210 //rtexture_t *r_texture_fogintensity;
212 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
213 unsigned int r_numqueries;
214 unsigned int r_maxqueries;
216 typedef struct r_qwskincache_s
218 char name[MAX_QPATH];
219 skinframe_t *skinframe;
223 static r_qwskincache_t *r_qwskincache;
224 static int r_qwskincache_size;
226 /// vertex coordinates for a quad that covers the screen exactly
227 const float r_screenvertex3f[12] =
235 extern void R_DrawModelShadows(void);
237 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
240 for (i = 0;i < verts;i++)
251 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
254 for (i = 0;i < verts;i++)
264 // FIXME: move this to client?
267 if (gamemode == GAME_NEHAHRA)
269 Cvar_Set("gl_fogenable", "0");
270 Cvar_Set("gl_fogdensity", "0.2");
271 Cvar_Set("gl_fogred", "0.3");
272 Cvar_Set("gl_foggreen", "0.3");
273 Cvar_Set("gl_fogblue", "0.3");
275 r_refdef.fog_density = 0;
276 r_refdef.fog_red = 0;
277 r_refdef.fog_green = 0;
278 r_refdef.fog_blue = 0;
279 r_refdef.fog_alpha = 1;
280 r_refdef.fog_start = 0;
281 r_refdef.fog_end = 16384;
282 r_refdef.fog_height = 1<<30;
283 r_refdef.fog_fadedepth = 128;
286 static void R_BuildBlankTextures(void)
288 unsigned char data[4];
289 data[2] = 128; // normal X
290 data[1] = 128; // normal Y
291 data[0] = 255; // normal Z
292 data[3] = 128; // height
293 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
298 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
303 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
308 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 static void R_BuildNoTexture(void)
314 unsigned char pix[16][16][4];
315 // this makes a light grey/dark grey checkerboard texture
316 for (y = 0;y < 16;y++)
318 for (x = 0;x < 16;x++)
320 if ((y < 8) ^ (x < 8))
336 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
339 static void R_BuildWhiteCube(void)
341 unsigned char data[6*1*1*4];
342 memset(data, 255, sizeof(data));
343 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
346 static void R_BuildNormalizationCube(void)
350 vec_t s, t, intensity;
353 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
354 for (side = 0;side < 6;side++)
356 for (y = 0;y < NORMSIZE;y++)
358 for (x = 0;x < NORMSIZE;x++)
360 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
361 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
396 intensity = 127.0f / sqrt(DotProduct(v, v));
397 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
398 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
399 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
400 data[((side*64+y)*64+x)*4+3] = 255;
404 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
408 static void R_BuildFogTexture(void)
412 unsigned char data1[FOGWIDTH][4];
413 //unsigned char data2[FOGWIDTH][4];
416 r_refdef.fogmasktable_start = r_refdef.fog_start;
417 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
418 r_refdef.fogmasktable_range = r_refdef.fogrange;
419 r_refdef.fogmasktable_density = r_refdef.fog_density;
421 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
422 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
424 d = (x * r - r_refdef.fogmasktable_start);
425 if(developer_extra.integer)
426 Con_DPrintf("%f ", d);
428 if (r_fog_exp2.integer)
429 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
431 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
432 if(developer_extra.integer)
433 Con_DPrintf(" : %f ", alpha);
434 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
435 if(developer_extra.integer)
436 Con_DPrintf(" = %f\n", alpha);
437 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
440 for (x = 0;x < FOGWIDTH;x++)
442 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
447 //data2[x][0] = 255 - b;
448 //data2[x][1] = 255 - b;
449 //data2[x][2] = 255 - b;
452 if (r_texture_fogattenuation)
454 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
455 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
459 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);
460 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
464 //=======================================================================================================================================================
466 static const char *builtinshaderstring =
467 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
468 "// written by Forest 'LordHavoc' Hale\n"
469 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
471 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
474 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
475 "#define USELIGHTMAP\n"
477 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
478 "#define USEEYEVECTOR\n"
481 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
482 "# extension GL_ARB_texture_rectangle : enable\n"
485 "#ifdef USESHADOWMAP2D\n"
486 "# ifdef GL_EXT_gpu_shader4\n"
487 "# extension GL_EXT_gpu_shader4 : enable\n"
489 "# ifdef GL_ARB_texture_gather\n"
490 "# extension GL_ARB_texture_gather : enable\n"
492 "# ifdef GL_AMD_texture_texture4\n"
493 "# extension GL_AMD_texture_texture4 : enable\n"
498 "#ifdef USESHADOWMAPCUBE\n"
499 "# extension GL_EXT_gpu_shader4 : enable\n"
502 "//#ifdef USESHADOWSAMPLER\n"
503 "//# extension GL_ARB_shadow : enable\n"
506 "//#ifdef __GLSL_CG_DATA_TYPES\n"
507 "//# define myhalf half\n"
508 "//# define myhalf2 half2\n"
509 "//# define myhalf3 half3\n"
510 "//# define myhalf4 half4\n"
512 "# define myhalf float\n"
513 "# define myhalf2 vec2\n"
514 "# define myhalf3 vec3\n"
515 "# define myhalf4 vec4\n"
518 "#ifdef VERTEX_SHADER\n"
519 "uniform mat4 ModelViewProjectionMatrix;\n"
522 "#ifdef MODE_DEPTH_OR_SHADOW\n"
523 "#ifdef VERTEX_SHADER\n"
526 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
529 "#else // !MODE_DEPTH_ORSHADOW\n"
534 "#ifdef MODE_SHOWDEPTH\n"
535 "#ifdef VERTEX_SHADER\n"
538 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
539 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
543 "#ifdef FRAGMENT_SHADER\n"
546 " gl_FragColor = gl_Color;\n"
549 "#else // !MODE_SHOWDEPTH\n"
554 "#ifdef MODE_POSTPROCESS\n"
555 "varying vec2 TexCoord1;\n"
556 "varying vec2 TexCoord2;\n"
558 "#ifdef VERTEX_SHADER\n"
561 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
562 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
564 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
569 "#ifdef FRAGMENT_SHADER\n"
570 "uniform sampler2D Texture_First;\n"
572 "uniform sampler2D Texture_Second;\n"
574 "#ifdef USEGAMMARAMPS\n"
575 "uniform sampler2D Texture_GammaRamps;\n"
577 "#ifdef USESATURATION\n"
578 "uniform float Saturation;\n"
580 "#ifdef USEVIEWTINT\n"
581 "uniform vec4 ViewTintColor;\n"
583 "//uncomment these if you want to use them:\n"
584 "uniform vec4 UserVec1;\n"
585 "// uniform vec4 UserVec2;\n"
586 "// uniform vec4 UserVec3;\n"
587 "// uniform vec4 UserVec4;\n"
588 "// uniform float ClientTime;\n"
589 "uniform vec2 PixelSize;\n"
592 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
594 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
596 "#ifdef USEVIEWTINT\n"
597 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
600 "#ifdef USEPOSTPROCESSING\n"
601 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
602 "// 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"
603 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
604 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
605 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
608 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
611 "#ifdef USESATURATION\n"
612 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
613 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
614 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
615 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
618 "#ifdef USEGAMMARAMPS\n"
619 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
620 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
621 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
625 "#else // !MODE_POSTPROCESS\n"
630 "#ifdef MODE_GENERIC\n"
631 "#ifdef USEDIFFUSE\n"
632 "varying vec2 TexCoord1;\n"
634 "#ifdef USESPECULAR\n"
635 "varying vec2 TexCoord2;\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_FrontColor = gl_Color;\n"
641 "#ifdef USEDIFFUSE\n"
642 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
644 "#ifdef USESPECULAR\n"
645 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 "#ifdef FRAGMENT_SHADER\n"
652 "#ifdef USEDIFFUSE\n"
653 "uniform sampler2D Texture_First;\n"
655 "#ifdef USESPECULAR\n"
656 "uniform sampler2D Texture_Second;\n"
661 " gl_FragColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
666 "#ifdef USESPECULAR\n"
667 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
668 "# ifdef USECOLORMAPPING\n"
669 " gl_FragColor *= tex2;\n"
672 " gl_FragColor += tex2;\n"
674 "# ifdef USEVERTEXTEXTUREBLEND\n"
675 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
680 "#else // !MODE_GENERIC\n"
685 "#ifdef MODE_BLOOMBLUR\n"
686 "varying TexCoord;\n"
687 "#ifdef VERTEX_SHADER\n"
690 " gl_FrontColor = gl_Color;\n"
691 " TexCoord = gl_MultiTexCoord0.xy;\n"
692 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
696 "#ifdef FRAGMENT_SHADER\n"
697 "uniform sampler2D Texture_First;\n"
698 "uniform vec4 BloomBlur_Parameters;\n"
703 " vec2 tc = TexCoord;\n"
704 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
705 " tc += BloomBlur_Parameters.xy;\n"
706 " for (i = 1;i < SAMPLES;i++)\n"
708 " color += texture2D(Texture_First, tc).rgb;\n"
709 " tc += BloomBlur_Parameters.xy;\n"
711 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
714 "#else // !MODE_BLOOMBLUR\n"
715 "#ifdef MODE_REFRACTION\n"
716 "varying vec2 TexCoord;\n"
717 "varying vec4 ModelViewProjectionPosition;\n"
718 "uniform mat4 TexMatrix;\n"
719 "#ifdef VERTEX_SHADER\n"
723 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
724 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
725 " ModelViewProjectionPosition = gl_Position;\n"
729 "#ifdef FRAGMENT_SHADER\n"
730 "uniform sampler2D Texture_Normal;\n"
731 "uniform sampler2D Texture_Refraction;\n"
732 "uniform sampler2D Texture_Reflection;\n"
734 "uniform vec4 DistortScaleRefractReflect;\n"
735 "uniform vec4 ScreenScaleRefractReflect;\n"
736 "uniform vec4 ScreenCenterRefractReflect;\n"
737 "uniform vec4 RefractColor;\n"
738 "uniform vec4 ReflectColor;\n"
739 "uniform float ReflectFactor;\n"
740 "uniform float ReflectOffset;\n"
744 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
745 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
746 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
747 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
748 " // FIXME temporary hack to detect the case that the reflection\n"
749 " // gets blackened at edges due to leaving the area that contains actual\n"
751 " // Remove this 'ack once we have a better way to stop this thing from\n"
753 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
754 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
755 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
756 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
757 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
758 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
761 "#else // !MODE_REFRACTION\n"
766 "#ifdef MODE_WATER\n"
767 "varying vec2 TexCoord;\n"
768 "varying vec3 EyeVector;\n"
769 "varying vec4 ModelViewProjectionPosition;\n"
770 "#ifdef VERTEX_SHADER\n"
771 "uniform vec3 EyePosition;\n"
772 "uniform mat4 TexMatrix;\n"
776 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
777 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
778 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
779 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
780 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
781 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
782 " ModelViewProjectionPosition = gl_Position;\n"
786 "#ifdef FRAGMENT_SHADER\n"
787 "uniform sampler2D Texture_Normal;\n"
788 "uniform sampler2D Texture_Refraction;\n"
789 "uniform sampler2D Texture_Reflection;\n"
791 "uniform vec4 DistortScaleRefractReflect;\n"
792 "uniform vec4 ScreenScaleRefractReflect;\n"
793 "uniform vec4 ScreenCenterRefractReflect;\n"
794 "uniform vec4 RefractColor;\n"
795 "uniform vec4 ReflectColor;\n"
796 "uniform float ReflectFactor;\n"
797 "uniform float ReflectOffset;\n"
801 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
802 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
803 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
804 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
805 " // FIXME temporary hack to detect the case that the reflection\n"
806 " // gets blackened at edges due to leaving the area that contains actual\n"
808 " // Remove this 'ack once we have a better way to stop this thing from\n"
810 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
811 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
812 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
813 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
814 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
815 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
817 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
818 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
819 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
820 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
821 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
824 "#else // !MODE_WATER\n"
829 "// common definitions between vertex shader and fragment shader:\n"
831 "varying vec2 TexCoord;\n"
832 "#ifdef USEVERTEXTEXTUREBLEND\n"
833 "varying vec2 TexCoord2;\n"
835 "#ifdef USELIGHTMAP\n"
836 "varying vec2 TexCoordLightmap;\n"
839 "#ifdef MODE_LIGHTSOURCE\n"
840 "varying vec3 CubeVector;\n"
843 "#ifdef MODE_LIGHTSOURCE\n"
844 "varying vec3 LightVector;\n"
846 "#if defined(MODE_LIGHTDIRECTION)\n"
847 "varying vec3 LightVector;\n"
850 "#ifdef USEEYEVECTOR\n"
851 "varying vec3 EyeVector;\n"
854 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
858 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
859 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
860 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
863 "#ifdef USEREFLECTION\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
866 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
867 "uniform vec3 LightPosition;\n"
868 "varying vec4 ModelViewPosition;\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "uniform vec3 LightPosition;\n"
874 "uniform vec3 EyePosition;\n"
875 "#ifdef MODE_LIGHTDIRECTION\n"
876 "uniform vec3 LightDir;\n"
878 "uniform vec4 FogPlane;\n"
884 "// 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"
886 "// fragment shader specific:\n"
887 "#ifdef FRAGMENT_SHADER\n"
889 "uniform sampler2D Texture_Normal;\n"
890 "uniform sampler2D Texture_Color;\n"
891 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
892 "uniform sampler2D Texture_Gloss;\n"
895 "uniform sampler2D Texture_Glow;\n"
897 "#ifdef USEVERTEXTEXTUREBLEND\n"
898 "uniform sampler2D Texture_SecondaryNormal;\n"
899 "uniform sampler2D Texture_SecondaryColor;\n"
900 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
901 "uniform sampler2D Texture_SecondaryGloss;\n"
904 "uniform sampler2D Texture_SecondaryGlow;\n"
907 "#ifdef USECOLORMAPPING\n"
908 "uniform sampler2D Texture_Pants;\n"
909 "uniform sampler2D Texture_Shirt;\n"
912 "uniform sampler2D Texture_FogMask;\n"
914 "#ifdef USELIGHTMAP\n"
915 "uniform sampler2D Texture_Lightmap;\n"
917 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
918 "uniform sampler2D Texture_Deluxemap;\n"
920 "#ifdef USEREFLECTION\n"
921 "uniform sampler2D Texture_Reflection;\n"
924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
925 "uniform sampler2DRect Texture_ScreenDepth;\n"
926 "uniform sampler2DRect Texture_ScreenNormalMap;\n"
928 "#ifdef USEDEFERREDLIGHTMAP\n"
929 "uniform sampler2DRect Texture_ScreenDiffuse;\n"
930 "uniform sampler2DRect Texture_ScreenSpecular;\n"
933 "uniform myhalf3 Color_Pants;\n"
934 "uniform myhalf3 Color_Shirt;\n"
935 "uniform myhalf3 FogColor;\n"
938 "uniform float FogRangeRecip;\n"
939 "uniform float FogPlaneViewDist;\n"
940 "uniform float FogHeightFade;\n"
941 "float FogVertex(void)\n"
943 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
944 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
946 "#ifdef USEFOGOUTSIDE\n"
947 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
949 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
951 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
955 "#ifdef USEOFFSETMAPPING\n"
956 "uniform float OffsetMapping_Scale;\n"
957 "vec2 OffsetMapping(vec2 TexCoord)\n"
959 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
960 " // 14 sample relief mapping: linear search and then binary search\n"
961 " // this basically steps forward a small amount repeatedly until it finds\n"
962 " // itself inside solid, then jitters forward and back using decreasing\n"
963 " // amounts to find the impact\n"
964 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
965 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
966 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
967 " vec3 RT = vec3(TexCoord, 1);\n"
968 " OffsetVector *= 0.1;\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
976 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
977 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
980 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
981 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
982 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
985 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
986 " // this basically moves forward the full distance, and then backs up based\n"
987 " // on height of samples\n"
988 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
989 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
990 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
991 " TexCoord += OffsetVector;\n"
992 " OffsetVector *= 0.333;\n"
993 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
994 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
995 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
996 " return TexCoord;\n"
999 "#endif // USEOFFSETMAPPING\n"
1001 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1002 "uniform sampler2D Texture_Attenuation;\n"
1003 "uniform samplerCube Texture_Cube;\n"
1005 "#ifdef USESHADOWMAPRECT\n"
1006 "# ifdef USESHADOWSAMPLER\n"
1007 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1009 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1013 "#ifdef USESHADOWMAP2D\n"
1014 "# ifdef USESHADOWSAMPLER\n"
1015 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1017 "uniform sampler2D Texture_ShadowMap2D;\n"
1021 "#ifdef USESHADOWMAPVSDCT\n"
1022 "uniform samplerCube Texture_CubeProjection;\n"
1025 "#ifdef USESHADOWMAPCUBE\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1029 "uniform samplerCube Texture_ShadowMapCube;\n"
1033 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1034 "uniform vec2 ShadowMap_TextureScale;\n"
1035 "uniform vec4 ShadowMap_Parameters;\n"
1038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1039 "# ifndef USESHADOWMAPVSDCT\n"
1040 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1042 " vec3 adir = abs(dir);\n"
1046 " if (adir.x > adir.y)\n"
1048 " if (adir.x > adir.z) // X\n"
1052 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1058 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1063 " if (adir.y > adir.z) // Y\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1073 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1077 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1078 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1079 " stc.z += ShadowMap_Parameters.z;\n"
1083 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1085 " vec3 adir = abs(dir);\n"
1086 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1087 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1088 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1089 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1090 " stc.z += ShadowMap_Parameters.z;\n"
1094 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1096 "#ifdef USESHADOWMAPCUBE\n"
1097 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1099 " vec3 adir = abs(dir);\n"
1100 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1104 "# ifdef USESHADOWMAPRECT\n"
1105 "float ShadowMapCompare(vec3 dir)\n"
1107 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1113 " 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"
1115 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# if USESHADOWMAPPCF > 1\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1123 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1124 " 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"
1125 " 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"
1126 " 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"
1127 " 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"
1128 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1129 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1132 " vec2 offset = fract(shadowmaptc.xy);\n"
1133 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1134 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1135 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1136 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1137 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1140 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1148 "# ifdef USESHADOWMAP2D\n"
1149 "float ShadowMapCompare(vec3 dir)\n"
1151 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "# ifdef USESHADOWMAPPCF\n"
1156 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1157 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1158 " 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"
1160 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1163 "# ifdef USESHADOWMAPPCF\n"
1164 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1165 "# ifdef GL_ARB_texture_gather\n"
1166 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1168 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1170 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1171 " center *= ShadowMap_TextureScale;\n"
1172 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1173 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1174 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1175 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1176 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1177 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1178 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1180 "# ifdef GL_EXT_gpu_shader4\n"
1181 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1183 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1185 "# if USESHADOWMAPPCF > 1\n"
1186 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1187 " center *= ShadowMap_TextureScale;\n"
1188 " 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"
1189 " 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"
1190 " 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"
1191 " 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"
1192 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1195 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1196 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1197 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1198 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1199 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1200 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1204 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1211 "# ifdef USESHADOWMAPCUBE\n"
1212 "float ShadowMapCompare(vec3 dir)\n"
1214 " // apply depth texture cubemap as light filter\n"
1215 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "# ifdef USESHADOWSAMPLER\n"
1218 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1225 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1226 "#endif // FRAGMENT_SHADER\n"
1231 "#ifdef MODE_DEFERREDGEOMETRY\n"
1232 "#ifdef VERTEX_SHADER\n"
1233 "uniform mat4 TexMatrix;\n"
1234 "#ifdef USEVERTEXTEXTUREBLEND\n"
1235 "uniform mat4 BackgroundTexMatrix;\n"
1237 "uniform mat4 ModelViewMatrix;\n"
1240 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1241 "#ifdef USEVERTEXTEXTUREBLEND\n"
1242 " gl_FrontColor = gl_Color;\n"
1243 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1246 " // transform unnormalized eye direction into tangent space\n"
1247 "#ifdef USEOFFSETMAPPING\n"
1248 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1249 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1250 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1251 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1254 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1255 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1256 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1257 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "#endif // VERTEX_SHADER\n"
1261 "#ifdef FRAGMENT_SHADER\n"
1264 "#ifdef USEOFFSETMAPPING\n"
1265 " // apply offsetmapping\n"
1266 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1267 "#define TexCoord TexCoordOffset\n"
1270 "#ifdef USEALPHAKILL\n"
1271 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1275 "#ifdef USEVERTEXTEXTUREBLEND\n"
1276 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1277 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1278 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1279 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1282 "#ifdef USEVERTEXTEXTUREBLEND\n"
1283 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1318 " // calculate viewspace pixel position\n"
1320 " position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
1321 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1322 " // decode viewspace pixel normal\n"
1323 " myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
1324 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1325 " // surfacenormal = pixel normal in viewspace\n"
1326 " // LightVector = pixel to light in viewspace\n"
1327 " // CubeVector = position in lightspace\n"
1328 " // eyevector = pixel to view in viewspace\n"
1329 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1330 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1331 "#ifdef USEDIFFUSE\n"
1332 " // calculate diffuse shading\n"
1333 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1334 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1336 "#ifdef USESPECULAR\n"
1337 " // calculate directional shading\n"
1338 " vec3 eyevector = position * -1.0;\n"
1339 "# ifdef USEEXACTSPECULARMATH\n"
1340 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1342 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1343 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1347 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1348 " fade *= ShadowMapCompare(CubeVector);\n"
1351 "#ifdef USEDIFFUSE\n"
1352 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1354 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1356 "#ifdef USESPECULAR\n"
1357 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1359 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1362 "# ifdef USECUBEFILTER\n"
1363 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1364 " gl_FragData[0] *= cubecolor;\n"
1365 " gl_FragData[1] *= cubecolor;\n"
1368 "#endif // FRAGMENT_SHADER\n"
1369 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1374 "#ifdef VERTEX_SHADER\n"
1375 "uniform mat4 TexMatrix;\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 "uniform mat4 BackgroundTexMatrix;\n"
1379 "#ifdef MODE_LIGHTSOURCE\n"
1380 "uniform mat4 ModelToLight;\n"
1384 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1385 " gl_FrontColor = gl_Color;\n"
1387 " // copy the surface texcoord\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1392 "#ifdef USELIGHTMAP\n"
1393 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1396 "#ifdef MODE_LIGHTSOURCE\n"
1397 " // transform vertex position into light attenuation/cubemap space\n"
1398 " // (-1 to +1 across the light box)\n"
1399 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1401 "# ifdef USEDIFFUSE\n"
1402 " // transform unnormalized light direction into tangent space\n"
1403 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1404 " // normalize it per pixel)\n"
1405 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1406 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1407 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1408 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1412 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1413 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1414 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1415 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1418 " // transform unnormalized eye direction into tangent space\n"
1419 "#ifdef USEEYEVECTOR\n"
1420 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1421 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1422 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1423 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1427 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1428 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1431 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1432 " VectorS = gl_MultiTexCoord1.xyz;\n"
1433 " VectorT = gl_MultiTexCoord2.xyz;\n"
1434 " VectorR = gl_MultiTexCoord3.xyz;\n"
1437 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#ifdef USEREFLECTION\n"
1441 " ModelViewProjectionPosition = gl_Position;\n"
1444 "#endif // VERTEX_SHADER\n"
1449 "#ifdef FRAGMENT_SHADER\n"
1450 "#ifdef USEDEFERREDLIGHTMAP\n"
1451 "uniform myhalf3 DeferredMod_Diffuse;\n"
1452 "uniform myhalf3 DeferredMod_Specular;\n"
1454 "uniform myhalf3 Color_Ambient;\n"
1455 "uniform myhalf3 Color_Diffuse;\n"
1456 "uniform myhalf3 Color_Specular;\n"
1457 "uniform myhalf SpecularPower;\n"
1459 "uniform myhalf3 Color_Glow;\n"
1461 "uniform myhalf Alpha;\n"
1462 "#ifdef USEREFLECTION\n"
1463 "uniform vec4 DistortScaleRefractReflect;\n"
1464 "uniform vec4 ScreenScaleRefractReflect;\n"
1465 "uniform vec4 ScreenCenterRefractReflect;\n"
1466 "uniform myhalf4 ReflectColor;\n"
1468 "#ifdef MODE_LIGHTDIRECTION\n"
1469 "uniform myhalf3 LightColor;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform myhalf3 LightColor;\n"
1476 "#ifdef USEOFFSETMAPPING\n"
1477 " // apply offsetmapping\n"
1478 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1479 "#define TexCoord TexCoordOffset\n"
1482 " // combine the diffuse textures (base, pants, shirt)\n"
1483 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1484 "#ifdef USEALPHAKILL\n"
1485 " if (color.a < 0.5)\n"
1488 " color.a *= Alpha;\n"
1489 "#ifdef USECOLORMAPPING\n"
1490 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1492 "#ifdef USEVERTEXTEXTUREBLEND\n"
1493 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1494 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1495 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1496 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1498 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1501 " // get the surface normal\n"
1502 "#ifdef USEVERTEXTEXTUREBLEND\n"
1503 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1505 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " // get the material colors\n"
1509 " myhalf3 diffusetex = color.rgb;\n"
1510 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1511 "# ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1514 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 " // light source\n"
1523 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1524 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1525 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1526 "#ifdef USESPECULAR\n"
1527 "#ifdef USEEXACTSPECULARMATH\n"
1528 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1530 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1531 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1533 " color.rgb += glosstex * (specular * Color_Specular);\n"
1535 " color.rgb *= LightColor;\n"
1536 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1537 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1538 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1540 "# ifdef USECUBEFILTER\n"
1541 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1543 "#endif // MODE_LIGHTSOURCE\n"
1548 "#ifdef MODE_LIGHTDIRECTION\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "#define lightcolor LightColor\n"
1552 "#endif // MODE_LIGHTDIRECTION\n"
1553 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1555 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1556 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1557 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1558 " // convert modelspace light vector to tangentspace\n"
1559 " myhalf3 lightnormal;\n"
1560 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1561 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1562 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1563 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1564 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1565 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1566 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1567 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1568 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1569 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1570 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1571 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1572 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1573 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1574 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1576 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1577 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1578 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1584 "#ifdef MODE_LIGHTMAP\n"
1585 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1586 "#endif // MODE_LIGHTMAP\n"
1587 "#ifdef MODE_VERTEXCOLOR\n"
1588 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1589 "#endif // MODE_VERTEXCOLOR\n"
1590 "#ifdef MODE_FLATCOLOR\n"
1591 " color.rgb = diffusetex * Color_Ambient;\n"
1592 "#endif // MODE_FLATCOLOR\n"
1598 "# ifdef USEDIFFUSE\n"
1599 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1600 "# ifdef USESPECULAR\n"
1601 "# ifdef USEEXACTSPECULARMATH\n"
1602 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1604 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1605 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1607 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1609 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1612 " color.rgb = diffusetex * Color_Ambient;\n"
1616 "#ifdef USEDEFERREDLIGHTMAP\n"
1617 " color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
1618 " color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
1622 "#ifdef USEVERTEXTEXTUREBLEND\n"
1623 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1625 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1630 "#ifdef MODE_LIGHTSOURCE\n"
1631 " color.rgb *= myhalf(FogVertex());\n"
1633 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1637 " // 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"
1638 "#ifdef USEREFLECTION\n"
1639 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1640 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1641 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1642 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1643 " // FIXME temporary hack to detect the case that the reflection\n"
1644 " // gets blackened at edges due to leaving the area that contains actual\n"
1646 " // Remove this 'ack once we have a better way to stop this thing from\n"
1648 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1649 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1650 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1651 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1652 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1653 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1656 " gl_FragColor = vec4(color);\n"
1658 "#endif // FRAGMENT_SHADER\n"
1660 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1661 "#endif // !MODE_DEFERREDGEOMETRY\n"
1662 "#endif // !MODE_WATER\n"
1663 "#endif // !MODE_REFRACTION\n"
1664 "#endif // !MODE_BLOOMBLUR\n"
1665 "#endif // !MODE_GENERIC\n"
1666 "#endif // !MODE_POSTPROCESS\n"
1667 "#endif // !MODE_SHOWDEPTH\n"
1668 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1672 =========================================================================================================================================================
1676 =========================================================================================================================================================
1680 =========================================================================================================================================================
1684 =========================================================================================================================================================
1688 =========================================================================================================================================================
1692 =========================================================================================================================================================
1696 =========================================================================================================================================================
1699 const char *builtincgshaderstring =
1700 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1701 "// written by Forest 'LordHavoc' Hale\n"
1702 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1704 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1707 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1708 "#define USELIGHTMAP\n"
1710 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1711 "#define USEEYEVECTOR\n"
1714 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1715 "#ifdef VERTEX_SHADER\n"
1718 "float4 gl_Vertex : POSITION,\n"
1719 "uniform float4x4 ModelViewProjectionMatrix,\n"
1720 "out float4 gl_Position : POSITION\n"
1723 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1726 "#else // !MODE_DEPTH_ORSHADOW\n"
1731 "#ifdef MODE_SHOWDEPTH\n"
1732 "#ifdef VERTEX_SHADER\n"
1735 "float4 gl_Vertex : POSITION,\n"
1736 "uniform float4x4 ModelViewProjectionMatrix,\n"
1737 "out float4 gl_Position : POSITION,\n"
1738 "out float4 gl_FrontColor : COLOR0\n"
1741 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1742 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1746 "#ifdef FRAGMENT_SHADER\n"
1749 "float4 gl_FrontColor : COLOR0,\n"
1750 "out float4 gl_FragColor : COLOR\n"
1753 " gl_FragColor = gl_FrontColor;\n"
1756 "#else // !MODE_SHOWDEPTH\n"
1761 "#ifdef MODE_POSTPROCESS\n"
1763 "#ifdef VERTEX_SHADER\n"
1766 "float4 gl_Vertex : POSITION,\n"
1767 "uniform float4x4 ModelViewProjectionMatrix,\n"
1768 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1769 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float2 TexCoord1 : TEXCOORD0,\n"
1772 "out float2 TexCoord2 : TEXCOORD1\n"
1775 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1776 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1778 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1783 "#ifdef FRAGMENT_SHADER\n"
1786 "float2 TexCoord1 : TEXCOORD0,\n"
1787 "float2 TexCoord2 : TEXCOORD1,\n"
1788 "uniform sampler2D Texture_First,\n"
1790 "uniform sampler2D Texture_Second,\n"
1792 "#ifdef USEGAMMARAMPS\n"
1793 "uniform sampler2D Texture_GammaRamps,\n"
1795 "#ifdef USESATURATION\n"
1796 "uniform float Saturation,\n"
1798 "#ifdef USEVIEWTINT\n"
1799 "uniform float4 ViewTintColor,\n"
1801 "uniform float4 UserVec1,\n"
1802 "uniform float4 UserVec2,\n"
1803 "uniform float4 UserVec3,\n"
1804 "uniform float4 UserVec4,\n"
1805 "uniform float ClientTime,\n"
1806 "uniform float2 PixelSize,\n"
1807 "out float4 gl_FragColor : COLOR\n"
1810 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1812 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1814 "#ifdef USEVIEWTINT\n"
1815 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1818 "#ifdef USEPOSTPROCESSING\n"
1819 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1820 "// 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"
1821 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1822 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1823 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1824 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1825 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1826 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1829 "#ifdef USESATURATION\n"
1830 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1831 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1832 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1833 " gl_FragColor.rgb = mix(float3(y), gl_FragColor.rgb, Saturation);\n"
1836 "#ifdef USEGAMMARAMPS\n"
1837 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1838 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1839 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1843 "#else // !MODE_POSTPROCESS\n"
1848 "#ifdef MODE_GENERIC\n"
1849 "#ifdef VERTEX_SHADER\n"
1852 "float4 gl_Vertex : POSITION,\n"
1853 "uniform float4x4 ModelViewProjectionMatrix,\n"
1854 "float4 gl_Color : COLOR0,\n"
1855 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1856 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1857 "out float4 gl_Position : POSITION,\n"
1858 "out float4 gl_FrontColor : COLOR,\n"
1859 "out float2 TexCoord1 : TEXCOORD0,\n"
1860 "out float2 TexCoord2 : TEXCOORD1\n"
1863 " gl_FrontColor = gl_Color;\n"
1864 "#ifdef USEDIFFUSE\n"
1865 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1867 "#ifdef USESPECULAR\n"
1868 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1870 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1874 "#ifdef FRAGMENT_SHADER\n"
1878 "float4 gl_FrontColor : COLOR,\n"
1879 "float2 TexCoord1 : TEXCOORD0,\n"
1880 "float2 TexCoord2 : TEXCOORD1,\n"
1881 "#ifdef USEDIFFUSE\n"
1882 "uniform sampler2D Texture_First,\n"
1884 "#ifdef USESPECULAR\n"
1885 "uniform sampler2D Texture_Second,\n"
1887 "out float4 gl_FragColor : COLOR\n"
1890 " gl_FragColor = gl_FrontColor;\n"
1891 "#ifdef USEDIFFUSE\n"
1892 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1895 "#ifdef USESPECULAR\n"
1896 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1897 "# ifdef USECOLORMAPPING\n"
1898 " gl_FragColor *= tex2;\n"
1901 " gl_FragColor += tex2;\n"
1903 "# ifdef USEVERTEXTEXTUREBLEND\n"
1904 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
1909 "#else // !MODE_GENERIC\n"
1914 "#ifdef MODE_BLOOMBLUR\n"
1915 "#ifdef VERTEX_SHADER\n"
1918 "float4 gl_Vertex : POSITION,\n"
1919 "uniform float4x4 ModelViewProjectionMatrix,\n"
1920 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1921 "out float4 gl_Position : POSITION,\n"
1922 "out float2 TexCoord : TEXCOORD0\n"
1925 " TexCoord = gl_MultiTexCoord0.xy;\n"
1926 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1930 "#ifdef FRAGMENT_SHADER\n"
1934 "float2 TexCoord : TEXCOORD0,\n"
1935 "uniform sampler2D Texture_First,\n"
1936 "uniform float4 BloomBlur_Parameters,\n"
1937 "out float4 gl_FragColor : COLOR\n"
1941 " float2 tc = TexCoord;\n"
1942 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1943 " tc += BloomBlur_Parameters.xy;\n"
1944 " for (i = 1;i < SAMPLES;i++)\n"
1946 " color += tex2D(Texture_First, tc).rgb;\n"
1947 " tc += BloomBlur_Parameters.xy;\n"
1949 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1952 "#else // !MODE_BLOOMBLUR\n"
1953 "#ifdef MODE_REFRACTION\n"
1954 "#ifdef VERTEX_SHADER\n"
1957 "float4 gl_Vertex : POSITION,\n"
1958 "uniform float4x4 ModelViewProjectionMatrix,\n"
1959 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1960 "uniform mat4 TexMatrix,\n"
1961 "uniform float3 EyePosition,\n"
1962 "out float4 gl_Position : POSITION,\n"
1963 "out float2 TexCoord : TEXCOORD0,\n"
1964 "out float3 EyeVector : TEXCOORD1,\n"
1965 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1968 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1969 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1970 " ModelViewProjectionPosition = gl_Position;\n"
1974 "#ifdef FRAGMENT_SHADER\n"
1977 "float2 TexCoord : TEXCOORD0,\n"
1978 "float3 EyeVector : TEXCOORD1,\n"
1979 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1980 "uniform sampler2D Texture_Normal,\n"
1981 "uniform sampler2D Texture_Refraction,\n"
1982 "uniform sampler2D Texture_Reflection,\n"
1983 "uniform float4 DistortScaleRefractReflect,\n"
1984 "uniform float4 ScreenScaleRefractReflect,\n"
1985 "uniform float4 ScreenCenterRefractReflect,\n"
1986 "uniform float4 RefractColor,\n"
1987 "out float4 gl_FragColor : COLOR\n"
1990 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1991 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1992 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1993 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1994 " // FIXME temporary hack to detect the case that the reflection\n"
1995 " // gets blackened at edges due to leaving the area that contains actual\n"
1997 " // Remove this 'ack once we have a better way to stop this thing from\n"
1999 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2000 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2001 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2002 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2003 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2004 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2007 "#else // !MODE_REFRACTION\n"
2012 "#ifdef MODE_WATER\n"
2013 "#ifdef VERTEX_SHADER\n"
2017 "float4 gl_Vertex : POSITION,\n"
2018 "uniform float4x4 ModelViewProjectionMatrix,\n"
2019 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2020 "uniform mat4 TexMatrix,\n"
2021 "uniform float3 EyePosition,\n"
2022 "out float4 gl_Position : POSITION,\n"
2023 "out float2 TexCoord : TEXCOORD0,\n"
2024 "out float3 EyeVector : TEXCOORD1,\n"
2025 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2028 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2029 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2030 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2031 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2032 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2033 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2034 " ModelViewProjectionPosition = gl_Position;\n"
2038 "#ifdef FRAGMENT_SHADER\n"
2041 "float2 TexCoord : TEXCOORD0,\n"
2042 "float3 EyeVector : TEXCOORD1,\n"
2043 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2044 "uniform sampler2D Texture_Normal,\n"
2045 "uniform sampler2D Texture_Refraction,\n"
2046 "uniform sampler2D Texture_Reflection,\n"
2047 "uniform float4 DistortScaleRefractReflect,\n"
2048 "uniform float4 ScreenScaleRefractReflect,\n"
2049 "uniform float4 ScreenCenterRefractReflect,\n"
2050 "uniform float4 RefractColor,\n"
2051 "uniform float4 ReflectColor,\n"
2052 "uniform float ReflectFactor,\n"
2053 "uniform float ReflectOffset,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2057 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2058 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2059 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2060 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\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.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2071 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2072 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2073 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2074 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2075 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2076 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2077 " gl_FragColor = mix(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2080 "#else // !MODE_WATER\n"
2085 "// 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"
2087 "// fragment shader specific:\n"
2088 "#ifdef FRAGMENT_SHADER\n"
2091 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2094 "#ifdef USEFOGOUTSIDE\n"
2095 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2097 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2099 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2103 "#ifdef USEOFFSETMAPPING\n"
2104 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2107 " // 14 sample relief mapping: linear search and then binary search\n"
2108 " // this basically steps forward a small amount repeatedly until it finds\n"
2109 " // itself inside solid, then jitters forward and back using decreasing\n"
2110 " // amounts to find the impact\n"
2111 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2112 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2113 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2114 " float3 RT = float3(TexCoord, 1);\n"
2115 " OffsetVector *= 0.1;\n"
2116 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2117 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2118 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2119 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2120 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2121 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2122 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2123 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2124 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2125 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2126 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2127 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2128 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2129 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2133 " // this basically moves forward the full distance, and then backs up based\n"
2134 " // on height of samples\n"
2135 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2136 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2137 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2138 " TexCoord += OffsetVector;\n"
2139 " OffsetVector *= 0.333;\n"
2140 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2141 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2142 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2143 " return TexCoord;\n"
2146 "#endif // USEOFFSETMAPPING\n"
2148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2149 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2150 "# ifndef USESHADOWMAPVSDCT\n"
2151 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2153 " float3 adir = abs(dir);\n"
2157 " if (adir.x > adir.y)\n"
2159 " if (adir.x > adir.z) // X\n"
2163 " offset = float2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2169 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2174 " if (adir.y > adir.z) // Y\n"
2178 " offset = float2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2184 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2188 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2189 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2190 " stc.z += ShadowMap_Parameters.z;\n"
2194 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2196 " float3 adir = abs(dir);\n"
2197 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2198 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2199 " float3 stc = float3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2200 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2201 " stc.z += ShadowMap_Parameters.z;\n"
2205 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2207 "#ifdef USESHADOWMAPCUBE\n"
2208 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2210 " float3 adir = abs(dir);\n"
2211 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2215 "# ifdef USESHADOWMAPRECT\n"
2216 "#ifdef USESHADOWMAPVSDCT\n"
2217 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2219 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2222 "#ifdef USESHADOWMAPVSDCT\n"
2223 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2225 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2228 "# ifdef USESHADOWSAMPLER\n"
2230 "# ifdef USESHADOWMAPPCF\n"
2231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2232 " 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"
2234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2239 "# ifdef USESHADOWMAPPCF\n"
2240 "# if USESHADOWMAPPCF > 1\n"
2241 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2242 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2243 " 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"
2244 " 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"
2245 " 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"
2246 " 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"
2247 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2250 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2251 " float2 offset = fract(shadowmaptc.xy);\n"
2252 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2253 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2254 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2255 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2256 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2259 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2267 "# ifdef USESHADOWMAP2D\n"
2268 "#ifdef USESHADOWMAPVSDCT\n"
2269 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2271 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2274 "#ifdef USESHADOWMAPVSDCT\n"
2275 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2277 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2281 "# ifdef USESHADOWSAMPLER\n"
2282 "# ifdef USESHADOWMAPPCF\n"
2283 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2284 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2285 " 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"
2287 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2290 "# ifdef USESHADOWMAPPCF\n"
2291 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2292 "# ifdef GL_ARB_texture_gather\n"
2293 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2295 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2297 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2298 " center *= ShadowMap_TextureScale;\n"
2299 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2300 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2301 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2302 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2303 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2304 " mix(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2307 "# ifdef GL_EXT_gpu_shader4\n"
2308 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, ifloat2(x, y)).r\n"
2310 "# define texval(x, y) tex2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2312 "# if USESHADOWMAPPCF > 1\n"
2313 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2314 " center *= ShadowMap_TextureScale;\n"
2315 " 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"
2316 " 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"
2317 " 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"
2318 " 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"
2319 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2320 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2322 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(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 + mix(row1, row3, offset.y);\n"
2327 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2331 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2338 "# ifdef USESHADOWMAPCUBE\n"
2339 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2341 " // apply depth texture cubemap as light filter\n"
2342 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2344 "# ifdef USESHADOWSAMPLER\n"
2345 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2347 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2352 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2353 "#endif // FRAGMENT_SHADER\n"
2358 "#ifdef MODE_DEFERREDGEOMETRY\n"
2359 "#ifdef VERTEX_SHADER\n"
2362 "float4 gl_Vertex : POSITION,\n"
2363 "uniform float4x4 ModelViewProjectionMatrix,\n"
2364 "#ifdef USEVERTEXTEXTUREBLEND\n"
2365 "float4 gl_Color : COLOR0,\n"
2367 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2368 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2369 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2370 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2371 "uniform mat4 TexMatrix,\n"
2372 "#ifdef USEVERTEXTEXTUREBLEND\n"
2373 "uniform mat4 BackgroundTexMatrix,\n"
2375 "uniform mat4 ModelViewMatrix,\n"
2376 "out float4 gl_Position : POSITION,\n"
2377 "out float4 gl_FrontColor : COLOR,\n"
2378 "out float4 TexCoordBoth : TEXCOORD0,\n"
2379 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2380 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2381 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2384 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2385 "#ifdef USEVERTEXTEXTUREBLEND\n"
2386 " gl_FrontColor = gl_Color;\n"
2387 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2390 " // transform unnormalized eye direction into tangent space\n"
2391 "#ifdef USEOFFSETMAPPING\n"
2392 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2393 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2394 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2395 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2398 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2399 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2400 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2401 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2403 "#endif // VERTEX_SHADER\n"
2405 "#ifdef FRAGMENT_SHADER\n"
2408 "float4 TexCoordBoth : TEXCOORD0,\n"
2409 "float3 EyeVector : TEXCOORD2,\n"
2410 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2411 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2412 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2413 "uniform sampler2D Texture_Normal,\n"
2414 "#ifdef USEALPHAKILL\n"
2415 "uniform sampler2D Texture_Color,\n"
2417 "#ifdef USEVERTEXTEXTUREBLEND\n"
2418 "uniform sampler2D Texture_SecondaryNormal,\n"
2420 "#ifdef USEOFFSETMAPPING\n"
2421 "uniform float OffsetMapping_Scale,\n"
2423 "uniform half SpecularPower,\n"
2424 "out float4 gl_FragColor : COLOR\n"
2427 " float2 TexCoord = TexCoordBoth.xy;\n"
2428 "#ifdef USEOFFSETMAPPING\n"
2429 " // apply offsetmapping\n"
2430 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2431 "#define TexCoord TexCoordOffset\n"
2434 "#ifdef USEALPHAKILL\n"
2435 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2441 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2442 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2443 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2446 "#ifdef USEVERTEXTEXTUREBLEND\n"
2447 " float3 surfacenormal = mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2449 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2452 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2454 "#endif // FRAGMENT_SHADER\n"
2455 "#else // !MODE_DEFERREDGEOMETRY\n"
2460 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2461 "#ifdef VERTEX_SHADER\n"
2464 "float4 gl_Vertex : POSITION,\n"
2465 "uniform float4x4 ModelViewProjectionMatrix,\n"
2466 "uniform mat4 ModelViewMatrix,\n"
2467 "out float4 gl_Position : POSITION,\n"
2468 "out float4 ModelViewPosition : TEXCOORD0\n"
2471 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2472 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2474 "#endif // VERTEX_SHADER\n"
2476 "#ifdef FRAGMENT_SHADER\n"
2479 "float2 Pixel : WPOS,\n"
2480 "float4 ModelViewPosition : TEXCOORD0,\n"
2481 "uniform mat4 ViewToLight,\n"
2482 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2483 "uniform float3 LightPosition,\n"
2484 "uniform half3 DeferredColor_Ambient,\n"
2485 "uniform half3 DeferredColor_Diffuse,\n"
2486 "#ifdef USESPECULAR\n"
2487 "uniform half3 DeferredColor_Specular,\n"
2488 "uniform half SpecularPower,\n"
2490 "uniform sampler2D Texture_Attenuation,\n"
2491 "uniform samplerRECT Texture_ScreenDepth,\n"
2492 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2494 "#ifdef USESHADOWMAPRECT\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2498 "uniform samplerRECT Texture_ShadowMapRect,\n"
2502 "#ifdef USESHADOWMAP2D\n"
2503 "# ifdef USESHADOWSAMPLER\n"
2504 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2506 "uniform sampler2D Texture_ShadowMap2D,\n"
2510 "#ifdef USESHADOWMAPVSDCT\n"
2511 "uniform samplerCUBE Texture_CubeProjection,\n"
2514 "#ifdef USESHADOWMAPCUBE\n"
2515 "# ifdef USESHADOWSAMPLER\n"
2516 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2518 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2522 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2523 "uniform float2 ShadowMap_TextureScale,\n"
2524 "uniform float4 ShadowMap_Parameters,\n"
2527 "out float4 gl_FragData0 : COLOR0,\n"
2528 "out float4 gl_FragData1 : COLOR1\n"
2531 " // calculate viewspace pixel position\n"
2532 " float3 position;\n"
2533 " position.z = ScreenToDepth.y / (texRECT(Texture_ScreenDepth, Pixel).r + ScreenToDepth.x);\n"
2534 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2535 " // decode viewspace pixel normal\n"
2536 " half4 normalmap = texRECT(Texture_ScreenNormalMap, Pixel);\n"
2537 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2538 " // surfacenormal = pixel normal in viewspace\n"
2539 " // LightVector = pixel to light in viewspace\n"
2540 " // CubeVector = position in lightspace\n"
2541 " // eyevector = pixel to view in viewspace\n"
2542 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2543 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2544 "#ifdef USEDIFFUSE\n"
2545 " // calculate diffuse shading\n"
2546 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2547 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2549 "#ifdef USESPECULAR\n"
2550 " // calculate directional shading\n"
2551 " float3 eyevector = position * -1.0;\n"
2552 "# ifdef USEEXACTSPECULARMATH\n"
2553 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2555 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2556 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2560 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2561 " fade *= ShadowMapCompare(CubeVector,\n"
2562 "# if defined(USESHADOWMAP2D)\n"
2563 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2565 "# if defined(USESHADOWMAPRECT)\n"
2566 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2568 "# if defined(USESHADOWMAPCUBE)\n"
2569 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2572 "#ifdef USESHADOWMAPVSDCT\n"
2573 ", Texture_CubeProjection\n"
2578 "#ifdef USEDIFFUSE\n"
2579 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2581 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2583 "#ifdef USESPECULAR\n"
2584 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2586 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2589 "# ifdef USECUBEFILTER\n"
2590 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2591 " gl_FragData0 *= cubecolor;\n"
2592 " gl_FragData1 *= cubecolor;\n"
2595 "#endif // FRAGMENT_SHADER\n"
2596 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2601 "#ifdef VERTEX_SHADER\n"
2604 "float4 gl_Vertex : POSITION,\n"
2605 "uniform float4x4 ModelViewProjectionMatrix,\n"
2606 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2607 "float4 gl_Color : COLOR0,\n"
2609 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2610 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2611 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2612 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2613 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2615 "uniform float3 EyePosition,\n"
2616 "uniform mat4 TexMatrix,\n"
2617 "#ifdef USEVERTEXTEXTUREBLEND\n"
2618 "uniform mat4 BackgroundTexMatrix,\n"
2620 "#ifdef MODE_LIGHTSOURCE\n"
2621 "uniform mat4 ModelToLight,\n"
2623 "#ifdef MODE_LIGHTSOURCE\n"
2624 "uniform float3 LightPosition,\n"
2626 "#ifdef MODE_LIGHTDIRECTION\n"
2627 "uniform float3 LightDir,\n"
2629 "uniform float4 FogPlane,\n"
2630 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2631 "uniform float3 LightPosition,\n"
2634 "out float4 gl_FrontColor : COLOR,\n"
2635 "out float4 TexCoordBoth : TEXCOORD0,\n"
2636 "#ifdef USELIGHTMAP\n"
2637 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2639 "#ifdef USEEYEVECTOR\n"
2640 "out float3 EyeVector : TEXCOORD2,\n"
2642 "#ifdef USEREFLECTION\n"
2643 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2646 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2648 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2649 "out float3 LightVector : TEXCOORD5,\n"
2651 "#ifdef MODE_LIGHTSOURCE\n"
2652 "out float3 CubeVector : TEXCOORD3,\n"
2654 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2655 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2656 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2657 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2659 "out float4 gl_Position : POSITION\n"
2662 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2663 " gl_FrontColor = gl_Color;\n"
2665 " // copy the surface texcoord\n"
2666 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2667 "#ifdef USEVERTEXTEXTUREBLEND\n"
2668 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2670 "#ifdef USELIGHTMAP\n"
2671 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2674 "#ifdef MODE_LIGHTSOURCE\n"
2675 " // transform vertex position into light attenuation/cubemap space\n"
2676 " // (-1 to +1 across the light box)\n"
2677 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2679 "# ifdef USEDIFFUSE\n"
2680 " // transform unnormalized light direction into tangent space\n"
2681 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2682 " // normalize it per pixel)\n"
2683 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2684 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2685 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2686 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2690 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2691 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2692 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2693 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2696 " // transform unnormalized eye direction into tangent space\n"
2697 "#ifdef USEEYEVECTOR\n"
2698 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2699 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2700 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2701 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2705 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2706 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2709 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2710 " VectorS = gl_MultiTexCoord1.xyz;\n"
2711 " VectorT = gl_MultiTexCoord2.xyz;\n"
2712 " VectorR = gl_MultiTexCoord3.xyz;\n"
2715 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2716 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2718 "#ifdef USEREFLECTION\n"
2719 " ModelViewProjectionPosition = gl_Position;\n"
2722 "#endif // VERTEX_SHADER\n"
2727 "#ifdef FRAGMENT_SHADER\n"
2730 "#ifdef USEDEFERREDLIGHTMAP\n"
2731 "float2 Pixel : WPOS,\n"
2733 "float4 gl_FrontColor : COLOR,\n"
2734 "float4 TexCoordBoth : TEXCOORD0,\n"
2735 "#ifdef USELIGHTMAP\n"
2736 "float2 TexCoordLightmap : TEXCOORD1,\n"
2738 "#ifdef USEEYEVECTOR\n"
2739 "float3 EyeVector : TEXCOORD2,\n"
2741 "#ifdef USEREFLECTION\n"
2742 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2745 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2747 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2748 "float3 LightVector : TEXCOORD5,\n"
2750 "#ifdef MODE_LIGHTSOURCE\n"
2751 "float3 CubeVector : TEXCOORD3,\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "float4 ModelViewPosition : TEXCOORD0,\n"
2756 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2757 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2758 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2759 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2762 "uniform sampler2D Texture_Normal,\n"
2763 "uniform sampler2D Texture_Color,\n"
2764 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2765 "uniform sampler2D Texture_Gloss,\n"
2768 "uniform sampler2D Texture_Glow,\n"
2770 "#ifdef USEVERTEXTEXTUREBLEND\n"
2771 "uniform sampler2D Texture_SecondaryNormal,\n"
2772 "uniform sampler2D Texture_SecondaryColor,\n"
2773 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2774 "uniform sampler2D Texture_SecondaryGloss,\n"
2777 "uniform sampler2D Texture_SecondaryGlow,\n"
2780 "#ifdef USECOLORMAPPING\n"
2781 "uniform sampler2D Texture_Pants,\n"
2782 "uniform sampler2D Texture_Shirt,\n"
2785 "uniform sampler2D Texture_FogMask,\n"
2787 "#ifdef USELIGHTMAP\n"
2788 "uniform sampler2D Texture_Lightmap,\n"
2790 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2791 "uniform sampler2D Texture_Deluxemap,\n"
2793 "#ifdef USEREFLECTION\n"
2794 "uniform sampler2D Texture_Reflection,\n"
2797 "//#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2798 "uniform samplerRECT Texture_ScreenDepth,\n"
2799 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2801 "#ifdef USEDEFERREDLIGHTMAP\n"
2802 "uniform samplerRECT Texture_ScreenDiffuse,\n"
2803 "uniform samplerRECT Texture_ScreenSpecular,\n"
2806 "#ifdef USECOLORMAPPING\n"
2807 "uniform half3 Color_Pants,\n"
2808 "uniform half3 Color_Shirt,\n"
2811 "uniform float3 FogColor,\n"
2812 "uniform float FogRangeRecip,\n"
2813 "uniform float FogPlaneViewDist,\n"
2814 "uniform float FogHeightFade,\n"
2817 "#ifdef USEOFFSETMAPPING\n"
2818 "uniform float OffsetMapping_Scale,\n"
2821 "#ifdef USEDEFERREDLIGHTMAP\n"
2822 "uniform half3 DeferredMod_Diffuse,\n"
2823 "uniform half3 DeferredMod_Specular,\n"
2825 "uniform half3 Color_Ambient,\n"
2826 "uniform half3 Color_Diffuse,\n"
2827 "uniform half3 Color_Specular,\n"
2828 "uniform half SpecularPower,\n"
2830 "uniform half3 Color_Glow,\n"
2832 "uniform half Alpha,\n"
2833 "#ifdef USEREFLECTION\n"
2834 "uniform float4 DistortScaleRefractReflect,\n"
2835 "uniform float4 ScreenScaleRefractReflect,\n"
2836 "uniform float4 ScreenCenterRefractReflect,\n"
2837 "uniform half4 ReflectColor,\n"
2839 "#ifdef MODE_LIGHTDIRECTION\n"
2840 "uniform half3 LightColor,\n"
2842 "#ifdef MODE_LIGHTSOURCE\n"
2843 "uniform half3 LightColor,\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2847 "uniform sampler2D Texture_Attenuation,\n"
2848 "uniform samplerCUBE Texture_Cube,\n"
2850 "#ifdef USESHADOWMAPRECT\n"
2851 "# ifdef USESHADOWSAMPLER\n"
2852 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2854 "uniform samplerRECT Texture_ShadowMapRect,\n"
2858 "#ifdef USESHADOWMAP2D\n"
2859 "# ifdef USESHADOWSAMPLER\n"
2860 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2862 "uniform sampler2D Texture_ShadowMap2D,\n"
2866 "#ifdef USESHADOWMAPVSDCT\n"
2867 "uniform samplerCUBE Texture_CubeProjection,\n"
2870 "#ifdef USESHADOWMAPCUBE\n"
2871 "# ifdef USESHADOWSAMPLER\n"
2872 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2874 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2878 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2879 "uniform float2 ShadowMap_TextureScale,\n"
2880 "uniform float4 ShadowMap_Parameters,\n"
2882 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2884 "out float4 gl_FragColor : COLOR\n"
2887 " float2 TexCoord = TexCoordBoth.xy;\n"
2888 "#ifdef USEVERTEXTEXTUREBLEND\n"
2889 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2891 "#ifdef USEOFFSETMAPPING\n"
2892 " // apply offsetmapping\n"
2893 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2894 "#define TexCoord TexCoordOffset\n"
2897 " // combine the diffuse textures (base, pants, shirt)\n"
2898 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2899 "#ifdef USEALPHAKILL\n"
2900 " if (color.a < 0.5)\n"
2903 " color.a *= Alpha;\n"
2904 "#ifdef USECOLORMAPPING\n"
2905 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2907 "#ifdef USEVERTEXTEXTUREBLEND\n"
2908 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2909 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2910 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2911 " color.rgb = half3(mix(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2913 " //color = mix(half4(1, 0, 0, 1), color, terrainblend);\n"
2916 " // get the surface normal\n"
2917 "#ifdef USEVERTEXTEXTUREBLEND\n"
2918 " half3 surfacenormal = normalize(half3(mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2920 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2923 " // get the material colors\n"
2924 " half3 diffusetex = color.rgb;\n"
2925 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2926 "# ifdef USEVERTEXTEXTUREBLEND\n"
2927 " half3 glosstex = half3(mix(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2929 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2936 "#ifdef MODE_LIGHTSOURCE\n"
2937 " // light source\n"
2938 " half3 lightnormal = half3(normalize(LightVector));\n"
2939 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2940 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2941 "#ifdef USESPECULAR\n"
2942 "#ifdef USEEXACTSPECULARMATH\n"
2943 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2945 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2946 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2948 " color.rgb += glosstex * (specular * Color_Specular);\n"
2950 " color.rgb *= LightColor;\n"
2951 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2952 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2953 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2954 "# if defined(USESHADOWMAP2D)\n"
2955 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2957 "# if defined(USESHADOWMAPRECT)\n"
2958 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2960 "# if defined(USESHADOWMAPCUBE)\n"
2961 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2964 "#ifdef USESHADOWMAPVSDCT\n"
2965 ", Texture_CubeProjection\n"
2970 "# ifdef USECUBEFILTER\n"
2971 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2973 "#endif // MODE_LIGHTSOURCE\n"
2978 "#ifdef MODE_LIGHTDIRECTION\n"
2980 " half3 lightnormal = half3(normalize(LightVector));\n"
2981 "#define lightcolor LightColor\n"
2982 "#endif // MODE_LIGHTDIRECTION\n"
2983 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2985 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
2986 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
2987 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
2988 " // convert modelspace light vector to tangentspace\n"
2989 " half3 lightnormal;\n"
2990 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
2991 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
2992 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
2993 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
2994 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
2995 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
2996 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
2997 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
2998 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
2999 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3000 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3001 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3002 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3003 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3004 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3006 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3007 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3008 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3014 "#ifdef MODE_LIGHTMAP\n"
3015 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3016 "#endif // MODE_LIGHTMAP\n"
3017 "#ifdef MODE_VERTEXCOLOR\n"
3018 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3019 "#endif // MODE_VERTEXCOLOR\n"
3020 "#ifdef MODE_FLATCOLOR\n"
3021 " color.rgb = diffusetex * Color_Ambient;\n"
3022 "#endif // MODE_FLATCOLOR\n"
3028 "# ifdef USEDIFFUSE\n"
3029 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3030 "# ifdef USESPECULAR\n"
3031 "# ifdef USEEXACTSPECULARMATH\n"
3032 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3034 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3035 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3037 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3039 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3042 " color.rgb = diffusetex * Color_Ambient;\n"
3046 "#ifdef USEDEFERREDLIGHTMAP\n"
3047 " color.rgb += diffusetex * half3(texRECT(Texture_ScreenDiffuse, Pixel)) * DeferredMod_Diffuse;\n"
3048 " color.rgb += glosstex * half3(texRECT(Texture_ScreenSpecular, Pixel)) * DeferredMod_Specular;\n"
3049 " color.rgb = half3(texRECT(Texture_ScreenDepth, Pixel));\n"
3053 "#ifdef USEVERTEXTEXTUREBLEND\n"
3054 " color.rgb += mix(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3056 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3061 "#ifdef MODE_LIGHTSOURCE\n"
3062 " color.rgb *= half(FogVertex());\n"
3064 " color.rgb = mix(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3068 " // 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"
3069 "#ifdef USEREFLECTION\n"
3070 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3071 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3072 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3073 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3074 " // FIXME temporary hack to detect the case that the reflection\n"
3075 " // gets blackened at edges due to leaving the area that contains actual\n"
3077 " // Remove this 'ack once we have a better way to stop this thing from\n"
3079 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3080 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3081 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3082 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3083 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3084 " color.rgb = mix(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3087 " gl_FragColor = float4(color);\n"
3089 "#endif // FRAGMENT_SHADER\n"
3091 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3092 "#endif // !MODE_DEFERREDGEOMETRY\n"
3093 "#endif // !MODE_WATER\n"
3094 "#endif // !MODE_REFRACTION\n"
3095 "#endif // !MODE_BLOOMBLUR\n"
3096 "#endif // !MODE_GENERIC\n"
3097 "#endif // !MODE_POSTPROCESS\n"
3098 "#endif // !MODE_SHOWDEPTH\n"
3099 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3102 //=======================================================================================================================================================
3104 typedef struct shaderpermutationinfo_s
3106 const char *pretext;
3109 shaderpermutationinfo_t;
3111 typedef struct shadermodeinfo_s
3113 const char *vertexfilename;
3114 const char *geometryfilename;
3115 const char *fragmentfilename;
3116 const char *pretext;
3121 typedef enum shaderpermutation_e
3123 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3124 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3125 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3126 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3127 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3128 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3129 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3130 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3131 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3132 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3133 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3134 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3135 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3136 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3137 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3138 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3139 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3140 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3141 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3142 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3143 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3144 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3145 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3146 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3147 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3148 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3149 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3150 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3152 shaderpermutation_t;
3154 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3155 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3157 {"#define USEDIFFUSE\n", " diffuse"},
3158 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3159 {"#define USEVIEWTINT\n", " viewtint"},
3160 {"#define USECOLORMAPPING\n", " colormapping"},
3161 {"#define USESATURATION\n", " saturation"},
3162 {"#define USEFOGINSIDE\n", " foginside"},
3163 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3164 {"#define USEGAMMARAMPS\n", " gammaramps"},
3165 {"#define USECUBEFILTER\n", " cubefilter"},
3166 {"#define USEGLOW\n", " glow"},
3167 {"#define USEBLOOM\n", " bloom"},
3168 {"#define USESPECULAR\n", " specular"},
3169 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3170 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3171 {"#define USEREFLECTION\n", " reflection"},
3172 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3173 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3174 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3175 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3176 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3177 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3178 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3179 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3180 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3181 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3182 {"#define USEALPHAKILL\n", " alphakill"},
3185 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3186 typedef enum shadermode_e
3188 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3189 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3190 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3191 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3192 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3193 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3194 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3195 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3196 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3197 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3198 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3199 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3200 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3201 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3202 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3207 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3208 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3210 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3211 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3212 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3213 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3214 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3215 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3216 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3217 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3218 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3219 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3220 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3221 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3222 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3223 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3224 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3228 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3230 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3231 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3232 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3233 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3234 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3235 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3236 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3237 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3238 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3239 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3240 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3241 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3242 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3243 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3244 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3248 struct r_glsl_permutation_s;
3249 typedef struct r_glsl_permutation_s
3251 /// hash lookup data
3252 struct r_glsl_permutation_s *hashnext;
3254 unsigned int permutation;
3256 /// indicates if we have tried compiling this permutation already
3258 /// 0 if compilation failed
3260 /// locations of detected uniforms in program object, or -1 if not found
3261 int loc_Texture_First;
3262 int loc_Texture_Second;
3263 int loc_Texture_GammaRamps;
3264 int loc_Texture_Normal;
3265 int loc_Texture_Color;
3266 int loc_Texture_Gloss;
3267 int loc_Texture_Glow;
3268 int loc_Texture_SecondaryNormal;
3269 int loc_Texture_SecondaryColor;
3270 int loc_Texture_SecondaryGloss;
3271 int loc_Texture_SecondaryGlow;
3272 int loc_Texture_Pants;
3273 int loc_Texture_Shirt;
3274 int loc_Texture_FogMask;
3275 int loc_Texture_Lightmap;
3276 int loc_Texture_Deluxemap;
3277 int loc_Texture_Attenuation;
3278 int loc_Texture_Cube;
3279 int loc_Texture_Refraction;
3280 int loc_Texture_Reflection;
3281 int loc_Texture_ShadowMapRect;
3282 int loc_Texture_ShadowMapCube;
3283 int loc_Texture_ShadowMap2D;
3284 int loc_Texture_CubeProjection;
3285 int loc_Texture_ScreenDepth;
3286 int loc_Texture_ScreenNormalMap;
3287 int loc_Texture_ScreenDiffuse;
3288 int loc_Texture_ScreenSpecular;
3290 int loc_BloomBlur_Parameters;
3292 int loc_Color_Ambient;
3293 int loc_Color_Diffuse;
3294 int loc_Color_Specular;
3296 int loc_Color_Pants;
3297 int loc_Color_Shirt;
3298 int loc_DeferredColor_Ambient;
3299 int loc_DeferredColor_Diffuse;
3300 int loc_DeferredColor_Specular;
3301 int loc_DeferredMod_Diffuse;
3302 int loc_DeferredMod_Specular;
3303 int loc_DistortScaleRefractReflect;
3304 int loc_EyePosition;
3306 int loc_FogHeightFade;
3308 int loc_FogPlaneViewDist;
3309 int loc_FogRangeRecip;
3312 int loc_LightPosition;
3313 int loc_OffsetMapping_Scale;
3315 int loc_ReflectColor;
3316 int loc_ReflectFactor;
3317 int loc_ReflectOffset;
3318 int loc_RefractColor;
3320 int loc_ScreenCenterRefractReflect;
3321 int loc_ScreenScaleRefractReflect;
3322 int loc_ScreenToDepth;
3323 int loc_ShadowMap_Parameters;
3324 int loc_ShadowMap_TextureScale;
3325 int loc_SpecularPower;
3330 int loc_ViewTintColor;
3331 int loc_ViewToLight;
3332 int loc_ModelToLight;
3334 int loc_BackgroundTexMatrix;
3335 int loc_ModelViewProjectionMatrix;
3336 int loc_ModelViewMatrix;
3338 r_glsl_permutation_t;
3340 #define SHADERPERMUTATION_HASHSIZE 256
3342 /// information about each possible shader permutation
3343 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3344 /// currently selected permutation
3345 r_glsl_permutation_t *r_glsl_permutation;
3346 /// storage for permutations linked in the hash table
3347 memexpandablearray_t r_glsl_permutationarray;
3349 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3351 //unsigned int hashdepth = 0;
3352 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3353 r_glsl_permutation_t *p;
3354 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3356 if (p->mode == mode && p->permutation == permutation)
3358 //if (hashdepth > 10)
3359 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3364 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3366 p->permutation = permutation;
3367 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3368 r_glsl_permutationhash[mode][hashindex] = p;
3369 //if (hashdepth > 10)
3370 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3374 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3377 if (!filename || !filename[0])
3379 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3382 if (printfromdisknotice)
3383 Con_DPrintf("from disk %s... ", filename);
3384 return shaderstring;
3386 else if (!strcmp(filename, "glsl/default.glsl"))
3388 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
3389 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
3391 return shaderstring;
3394 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3397 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3398 int vertstrings_count = 0;
3399 int geomstrings_count = 0;
3400 int fragstrings_count = 0;
3401 char *vertexstring, *geometrystring, *fragmentstring;
3402 const char *vertstrings_list[32+3];
3403 const char *geomstrings_list[32+3];
3404 const char *fragstrings_list[32+3];
3405 char permutationname[256];
3412 permutationname[0] = 0;
3413 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3414 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3415 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3417 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3419 // the first pretext is which type of shader to compile as
3420 // (later these will all be bound together as a program object)
3421 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3422 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3423 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3425 // the second pretext is the mode (for example a light source)
3426 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3427 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3428 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3429 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3431 // now add all the permutation pretexts
3432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3434 if (permutation & (1<<i))
3436 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3437 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3438 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3439 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3443 // keep line numbers correct
3444 vertstrings_list[vertstrings_count++] = "\n";
3445 geomstrings_list[geomstrings_count++] = "\n";
3446 fragstrings_list[fragstrings_count++] = "\n";
3450 // now append the shader text itself
3451 vertstrings_list[vertstrings_count++] = vertexstring;
3452 geomstrings_list[geomstrings_count++] = geometrystring;
3453 fragstrings_list[fragstrings_count++] = fragmentstring;
3455 // if any sources were NULL, clear the respective list
3457 vertstrings_count = 0;
3458 if (!geometrystring)
3459 geomstrings_count = 0;
3460 if (!fragmentstring)
3461 fragstrings_count = 0;
3463 // compile the shader program
3464 if (vertstrings_count + geomstrings_count + fragstrings_count)
3465 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3469 qglUseProgramObjectARB(p->program);CHECKGLERROR
3470 // look up all the uniform variable names we care about, so we don't
3471 // have to look them up every time we set them
3473 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3474 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3475 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3476 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3477 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3478 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3479 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3480 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3481 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3482 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3483 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3484 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3485 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3486 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3487 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3488 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3489 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3490 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3491 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3492 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3493 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3494 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3495 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3496 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3497 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3498 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3499 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3500 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3501 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3502 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3503 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3504 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3505 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3506 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3507 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3508 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3509 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3510 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3511 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3512 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3513 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3514 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3515 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3516 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3517 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3518 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3519 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3520 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3521 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3522 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3523 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3524 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3525 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3526 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3527 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3528 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3529 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3530 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3531 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3532 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3533 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3534 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3535 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3536 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3537 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3538 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3539 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3540 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3541 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3542 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3543 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3544 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3545 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3546 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3547 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3548 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3549 // initialize the samplers to refer to the texture units we use
3550 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3551 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3552 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3553 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3554 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3555 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3556 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3557 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3558 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3559 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3560 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3561 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3562 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3563 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3564 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3565 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3566 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3567 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3568 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3569 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3570 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3571 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3572 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3573 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3574 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3575 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3576 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3577 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3579 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3582 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3586 Mem_Free(vertexstring);
3588 Mem_Free(geometrystring);
3590 Mem_Free(fragmentstring);
3593 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3595 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3596 if (r_glsl_permutation != perm)
3598 r_glsl_permutation = perm;
3599 if (!r_glsl_permutation->program)
3601 if (!r_glsl_permutation->compiled)
3602 R_GLSL_CompilePermutation(perm, mode, permutation);
3603 if (!r_glsl_permutation->program)
3605 // remove features until we find a valid permutation
3607 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3609 // reduce i more quickly whenever it would not remove any bits
3610 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3611 if (!(permutation & j))
3614 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3615 if (!r_glsl_permutation->compiled)
3616 R_GLSL_CompilePermutation(perm, mode, permutation);
3617 if (r_glsl_permutation->program)
3620 if (i >= SHADERPERMUTATION_COUNT)
3622 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3623 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3624 qglUseProgramObjectARB(0);CHECKGLERROR
3625 return; // no bit left to clear, entire mode is broken
3630 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3632 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3633 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3637 #include <Cg/cgGL.h>
3638 struct r_cg_permutation_s;
3639 typedef struct r_cg_permutation_s
3641 /// hash lookup data
3642 struct r_cg_permutation_s *hashnext;
3644 unsigned int permutation;
3646 /// indicates if we have tried compiling this permutation already
3648 /// 0 if compilation failed
3651 /// locations of detected parameters in programs, or NULL if not found
3652 CGparameter vp_EyePosition;
3653 CGparameter vp_FogPlane;
3654 CGparameter vp_LightDir;
3655 CGparameter vp_LightPosition;
3656 CGparameter vp_ModelToLight;
3657 CGparameter vp_TexMatrix;
3658 CGparameter vp_BackgroundTexMatrix;
3659 CGparameter vp_ModelViewProjectionMatrix;
3660 CGparameter vp_ModelViewMatrix;
3662 CGparameter fp_Texture_First;
3663 CGparameter fp_Texture_Second;
3664 CGparameter fp_Texture_GammaRamps;
3665 CGparameter fp_Texture_Normal;
3666 CGparameter fp_Texture_Color;
3667 CGparameter fp_Texture_Gloss;
3668 CGparameter fp_Texture_Glow;
3669 CGparameter fp_Texture_SecondaryNormal;
3670 CGparameter fp_Texture_SecondaryColor;
3671 CGparameter fp_Texture_SecondaryGloss;
3672 CGparameter fp_Texture_SecondaryGlow;
3673 CGparameter fp_Texture_Pants;
3674 CGparameter fp_Texture_Shirt;
3675 CGparameter fp_Texture_FogMask;
3676 CGparameter fp_Texture_Lightmap;
3677 CGparameter fp_Texture_Deluxemap;
3678 CGparameter fp_Texture_Attenuation;
3679 CGparameter fp_Texture_Cube;
3680 CGparameter fp_Texture_Refraction;
3681 CGparameter fp_Texture_Reflection;
3682 CGparameter fp_Texture_ShadowMapRect;
3683 CGparameter fp_Texture_ShadowMapCube;
3684 CGparameter fp_Texture_ShadowMap2D;
3685 CGparameter fp_Texture_CubeProjection;
3686 CGparameter fp_Texture_ScreenDepth;
3687 CGparameter fp_Texture_ScreenNormalMap;
3688 CGparameter fp_Texture_ScreenDiffuse;
3689 CGparameter fp_Texture_ScreenSpecular;
3690 CGparameter fp_Alpha;
3691 CGparameter fp_BloomBlur_Parameters;
3692 CGparameter fp_ClientTime;
3693 CGparameter fp_Color_Ambient;
3694 CGparameter fp_Color_Diffuse;
3695 CGparameter fp_Color_Specular;
3696 CGparameter fp_Color_Glow;
3697 CGparameter fp_Color_Pants;
3698 CGparameter fp_Color_Shirt;
3699 CGparameter fp_DeferredColor_Ambient;
3700 CGparameter fp_DeferredColor_Diffuse;
3701 CGparameter fp_DeferredColor_Specular;
3702 CGparameter fp_DeferredMod_Diffuse;
3703 CGparameter fp_DeferredMod_Specular;
3704 CGparameter fp_DistortScaleRefractReflect;
3705 CGparameter fp_EyePosition;
3706 CGparameter fp_FogColor;
3707 CGparameter fp_FogHeightFade;
3708 CGparameter fp_FogPlane;
3709 CGparameter fp_FogPlaneViewDist;
3710 CGparameter fp_FogRangeRecip;
3711 CGparameter fp_LightColor;
3712 CGparameter fp_LightDir;
3713 CGparameter fp_LightPosition;
3714 CGparameter fp_OffsetMapping_Scale;
3715 CGparameter fp_PixelSize;
3716 CGparameter fp_ReflectColor;
3717 CGparameter fp_ReflectFactor;
3718 CGparameter fp_ReflectOffset;
3719 CGparameter fp_RefractColor;
3720 CGparameter fp_Saturation;
3721 CGparameter fp_ScreenCenterRefractReflect;
3722 CGparameter fp_ScreenScaleRefractReflect;
3723 CGparameter fp_ScreenToDepth;
3724 CGparameter fp_ShadowMap_Parameters;
3725 CGparameter fp_ShadowMap_TextureScale;
3726 CGparameter fp_SpecularPower;
3727 CGparameter fp_UserVec1;
3728 CGparameter fp_UserVec2;
3729 CGparameter fp_UserVec3;
3730 CGparameter fp_UserVec4;
3731 CGparameter fp_ViewTintColor;
3732 CGparameter fp_ViewToLight;
3736 /// information about each possible shader permutation
3737 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3738 /// currently selected permutation
3739 r_cg_permutation_t *r_cg_permutation;
3740 /// storage for permutations linked in the hash table
3741 memexpandablearray_t r_cg_permutationarray;
3743 #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));}}
3745 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3747 //unsigned int hashdepth = 0;
3748 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3749 r_cg_permutation_t *p;
3750 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3752 if (p->mode == mode && p->permutation == permutation)
3754 //if (hashdepth > 10)
3755 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3760 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3762 p->permutation = permutation;
3763 p->hashnext = r_cg_permutationhash[mode][hashindex];
3764 r_cg_permutationhash[mode][hashindex] = p;
3765 //if (hashdepth > 10)
3766 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3770 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3773 if (!filename || !filename[0])
3775 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3778 if (printfromdisknotice)
3779 Con_DPrintf("from disk %s... ", filename);
3780 return shaderstring;
3782 else if (!strcmp(filename, "cg/default.cg"))
3784 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
3785 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
3787 return shaderstring;
3790 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3793 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3794 int vertstrings_count = 0, vertstring_length = 0;
3795 int geomstrings_count = 0, geomstring_length = 0;
3796 int fragstrings_count = 0, fragstring_length = 0;
3798 char *vertexstring, *geometrystring, *fragmentstring;
3799 char *vertstring, *geomstring, *fragstring;
3800 const char *vertstrings_list[32+3];
3801 const char *geomstrings_list[32+3];
3802 const char *fragstrings_list[32+3];
3803 char permutationname[256];
3804 CGprofile vertexProfile;
3805 CGprofile fragmentProfile;
3813 permutationname[0] = 0;
3814 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 vertstring_length = 0;
3865 for (i = 0;i < vertstrings_count;i++)
3866 vertstring_length += strlen(vertstrings_list[i]);
3867 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3868 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3869 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3871 geomstring_length = 0;
3872 for (i = 0;i < geomstrings_count;i++)
3873 geomstring_length += strlen(geomstrings_list[i]);
3874 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3875 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3876 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3878 fragstring_length = 0;
3879 for (i = 0;i < fragstrings_count;i++)
3880 fragstring_length += strlen(fragstrings_list[i]);
3881 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3882 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3883 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3887 //vertexProfile = CG_PROFILE_ARBVP1;
3888 //fragmentProfile = CG_PROFILE_ARBFP1;
3889 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3890 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3891 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3892 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3893 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3896 // compile the vertex program
3897 if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
3900 cgCompileProgram(p->vprogram);CHECKCGERROR
3901 if (!cgIsProgramCompiled(p->vprogram))
3904 cgDestroyProgram(p->vprogram);CHECKCGERROR
3909 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3910 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3911 // look up all the uniform variable names we care about, so we don't
3912 // have to look them up every time we set them
3914 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3915 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3916 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3917 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3918 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3919 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3920 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3921 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3922 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3927 // compile the fragment program
3928 if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
3930 cgCompileProgram(p->fprogram);CHECKCGERROR
3931 if (!cgIsProgramCompiled(p->fprogram))
3934 cgDestroyProgram(p->fprogram);CHECKCGERROR
3939 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3940 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3942 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3943 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3944 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3945 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3946 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3947 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3948 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3949 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
3950 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
3951 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
3952 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
3953 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
3954 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
3955 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
3956 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
3957 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
3958 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
3959 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
3960 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
3961 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
3962 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
3963 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
3964 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
3965 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
3966 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
3967 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
3968 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
3969 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
3970 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
3971 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
3972 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
3973 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
3974 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
3975 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
3976 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
3977 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
3978 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
3979 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
3980 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
3981 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
3982 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
3983 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
3984 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
3985 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
3986 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
3987 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
3988 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
3989 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
3990 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
3991 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
3992 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
3993 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
3994 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
3995 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
3996 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
3997 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
3998 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
3999 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4000 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4001 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4002 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4003 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4004 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4005 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4006 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4007 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4008 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4009 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4010 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4011 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4012 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4017 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4018 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4020 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4024 Mem_Free(vertstring);
4026 Mem_Free(geomstring);
4028 Mem_Free(fragstring);
4030 Mem_Free(vertexstring);
4032 Mem_Free(geometrystring);
4034 Mem_Free(fragmentstring);
4037 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4039 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4042 if (r_cg_permutation != perm)
4044 r_cg_permutation = perm;
4045 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4047 if (!r_cg_permutation->compiled)
4048 R_CG_CompilePermutation(perm, mode, permutation);
4049 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4051 // remove features until we find a valid permutation
4053 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4055 // reduce i more quickly whenever it would not remove any bits
4056 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4057 if (!(permutation & j))
4060 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4061 if (!r_cg_permutation->compiled)
4062 R_CG_CompilePermutation(perm, mode, permutation);
4063 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4066 if (i >= SHADERPERMUTATION_COUNT)
4068 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4069 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4070 return; // no bit left to clear, entire mode is broken
4076 if (r_cg_permutation->vprogram)
4078 //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4079 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4080 //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4084 //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4085 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4087 if (r_cg_permutation->fprogram)
4089 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4090 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4091 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4095 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4096 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4100 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4101 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4104 void CG_BindTexture(CGparameter param, int texnum)
4106 cgGLSetTextureParameter(param, texnum);
4107 cgGLEnableTextureParameter(param);
4111 void R_GLSL_Restart_f(void)
4113 unsigned int i, limit;
4114 switch(vid.renderpath)
4116 case RENDERPATH_GL20:
4118 r_glsl_permutation_t *p;
4119 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4120 for (i = 0;i < limit;i++)
4122 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4124 GL_Backend_FreeProgram(p->program);
4125 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4128 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4131 case RENDERPATH_CGGL:
4134 r_cg_permutation_t *p;
4135 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4136 for (i = 0;i < limit;i++)
4138 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4141 cgDestroyProgram(p->vprogram);
4143 cgDestroyProgram(p->fprogram);
4144 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4148 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4151 case RENDERPATH_GL13:
4152 case RENDERPATH_GL11:
4157 void R_GLSL_DumpShader_f(void)
4162 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4165 FS_Print(file, "/* The engine may define the following macros:\n");
4166 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4167 for (i = 0;i < SHADERMODE_COUNT;i++) {
4168 if (glslshadermodeinfo[i].pretext)
4169 FS_Print(file, glslshadermodeinfo[i].pretext);
4171 for (i = 0;i < SHADERPERMUTATION_COUNT;i++) {
4172 if (shaderpermutationinfo[i].pretext)
4173 FS_Print(file, shaderpermutationinfo[i].pretext);
4175 FS_Print(file, "*/\n");
4176 FS_Print(file, builtinshaderstring);
4178 Con_Printf("glsl/default.glsl written\n");
4181 Con_Printf("failed to write to glsl/default.glsl\n");
4184 file = FS_OpenRealFile("cg/default.cg", "w", false);
4187 FS_Print(file, "/* The engine may define the following macros:\n");
4188 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4189 for (i = 0;i < SHADERMODE_COUNT;i++)
4190 FS_Print(file, cgshadermodeinfo[i].pretext);
4191 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4192 FS_Print(file, shaderpermutationinfo[i].pretext);
4193 FS_Print(file, "*/\n");
4194 FS_Print(file, builtincgshaderstring);
4196 Con_Printf("cg/default.cg written\n");
4199 Con_Printf("failed to write to cg/default.cg\n");
4203 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4206 texturemode = GL_MODULATE;
4207 switch (vid.renderpath)
4209 case RENDERPATH_GL20:
4210 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))));
4211 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4212 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4214 case RENDERPATH_CGGL:
4217 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))));
4218 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4219 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4222 case RENDERPATH_GL13:
4223 R_Mesh_TexBind(0, first );
4224 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4225 R_Mesh_TexBind(1, second);
4227 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4229 case RENDERPATH_GL11:
4230 R_Mesh_TexBind(0, first );
4235 void R_SetupShader_DepthOrShadow(void)
4237 switch (vid.renderpath)
4239 case RENDERPATH_GL20:
4240 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4242 case RENDERPATH_CGGL:
4244 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4247 case RENDERPATH_GL13:
4248 R_Mesh_TexBind(0, 0);
4249 R_Mesh_TexBind(1, 0);
4251 case RENDERPATH_GL11:
4252 R_Mesh_TexBind(0, 0);
4257 void R_SetupShader_ShowDepth(void)
4259 switch (vid.renderpath)
4261 case RENDERPATH_GL20:
4262 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4264 case RENDERPATH_CGGL:
4266 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4269 case RENDERPATH_GL13:
4271 case RENDERPATH_GL11:
4276 extern qboolean r_shadow_usingdeferredprepass;
4277 extern cvar_t r_shadow_deferred_8bitrange;
4278 extern rtexture_t *r_shadow_attenuationgradienttexture;
4279 extern rtexture_t *r_shadow_attenuation2dtexture;
4280 extern rtexture_t *r_shadow_attenuation3dtexture;
4281 extern qboolean r_shadow_usingshadowmaprect;
4282 extern qboolean r_shadow_usingshadowmapcube;
4283 extern qboolean r_shadow_usingshadowmap2d;
4284 extern float r_shadow_shadowmap_texturescale[2];
4285 extern float r_shadow_shadowmap_parameters[4];
4286 extern qboolean r_shadow_shadowmapvsdct;
4287 extern qboolean r_shadow_shadowmapsampler;
4288 extern int r_shadow_shadowmappcf;
4289 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4290 extern rtexture_t *r_shadow_shadowmap2dtexture;
4291 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4292 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4293 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4294 extern int r_shadow_prepass_width;
4295 extern int r_shadow_prepass_height;
4296 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4297 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4298 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4299 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4300 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4302 // select a permutation of the lighting shader appropriate to this
4303 // combination of texture, entity, light source, and fogging, only use the
4304 // minimum features necessary to avoid wasting rendering time in the
4305 // fragment shader on features that are not being used
4306 unsigned int permutation = 0;
4307 unsigned int mode = 0;
4309 if (rsurfacepass == RSURFPASS_BACKGROUND)
4311 // distorted background
4312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4313 mode = SHADERMODE_WATER;
4315 mode = SHADERMODE_REFRACTION;
4316 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4317 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4318 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4319 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4320 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4321 R_Mesh_ColorPointer(NULL, 0, 0);
4322 GL_AlphaTest(false);
4323 GL_BlendFunc(GL_ONE, GL_ZERO);
4325 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4327 if (r_glsl_offsetmapping.integer)
4329 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4330 if (r_glsl_offsetmapping_reliefmapping.integer)
4331 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4334 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4335 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4336 permutation |= SHADERPERMUTATION_ALPHAKILL;
4337 // normalmap (deferred prepass), may use alpha test on diffuse
4338 mode = SHADERMODE_DEFERREDGEOMETRY;
4339 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4340 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4341 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4342 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4343 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4344 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4345 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4346 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4347 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4349 R_Mesh_ColorPointer(NULL, 0, 0);
4350 GL_AlphaTest(false);
4351 GL_BlendFunc(GL_ONE, GL_ZERO);
4353 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4355 if (r_glsl_offsetmapping.integer)
4357 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4358 if (r_glsl_offsetmapping_reliefmapping.integer)
4359 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4364 mode = SHADERMODE_LIGHTSOURCE;
4365 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4366 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4367 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4368 permutation |= SHADERPERMUTATION_CUBEFILTER;
4369 if (diffusescale > 0)
4370 permutation |= SHADERPERMUTATION_DIFFUSE;
4371 if (specularscale > 0)
4373 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4374 if (r_shadow_glossexact.integer)
4375 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4377 if (r_refdef.fogenabled)
4378 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4379 if (rsurface.texture->colormapping)
4380 permutation |= SHADERPERMUTATION_COLORMAPPING;
4381 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4383 if (r_shadow_usingshadowmaprect)
4384 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4385 if (r_shadow_usingshadowmap2d)
4386 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4387 if (r_shadow_usingshadowmapcube)
4388 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4389 else if(r_shadow_shadowmapvsdct)
4390 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4392 if (r_shadow_shadowmapsampler)
4393 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4394 if (r_shadow_shadowmappcf > 1)
4395 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4396 else if (r_shadow_shadowmappcf)
4397 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4399 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4400 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4402 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4403 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4404 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4408 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4409 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4410 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4412 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4413 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4414 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4416 R_Mesh_ColorPointer(NULL, 0, 0);
4417 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4418 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4420 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4422 if (r_glsl_offsetmapping.integer)
4424 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4425 if (r_glsl_offsetmapping_reliefmapping.integer)
4426 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4430 // unshaded geometry (fullbright or ambient model lighting)
4431 mode = SHADERMODE_FLATCOLOR;
4432 ambientscale = diffusescale = specularscale = 0;
4433 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4434 permutation |= SHADERPERMUTATION_GLOW;
4435 if (r_refdef.fogenabled)
4436 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4437 if (rsurface.texture->colormapping)
4438 permutation |= SHADERPERMUTATION_COLORMAPPING;
4439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4440 permutation |= SHADERPERMUTATION_REFLECTION;
4441 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4442 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4444 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4445 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4446 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4450 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4451 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4452 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4454 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4455 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4456 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4458 R_Mesh_ColorPointer(NULL, 0, 0);
4459 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4460 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4462 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4464 if (r_glsl_offsetmapping.integer)
4466 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4467 if (r_glsl_offsetmapping_reliefmapping.integer)
4468 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4470 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4471 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4472 // directional model lighting
4473 mode = SHADERMODE_LIGHTDIRECTION;
4474 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4475 permutation |= SHADERPERMUTATION_GLOW;
4476 permutation |= SHADERPERMUTATION_DIFFUSE;
4477 if (specularscale > 0)
4479 permutation |= SHADERPERMUTATION_SPECULAR;
4480 if (r_shadow_glossexact.integer)
4481 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4483 if (r_refdef.fogenabled)
4484 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4485 if (rsurface.texture->colormapping)
4486 permutation |= SHADERPERMUTATION_COLORMAPPING;
4487 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4488 permutation |= SHADERPERMUTATION_REFLECTION;
4489 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4490 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4491 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4492 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4494 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4495 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4496 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4500 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4501 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4502 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4504 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4505 R_Mesh_ColorPointer(NULL, 0, 0);
4506 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4507 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4509 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4511 if (r_glsl_offsetmapping.integer)
4513 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4514 if (r_glsl_offsetmapping_reliefmapping.integer)
4515 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4518 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4519 // ambient model lighting
4520 mode = SHADERMODE_LIGHTDIRECTION;
4521 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4522 permutation |= SHADERPERMUTATION_GLOW;
4523 if (r_refdef.fogenabled)
4524 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4525 if (rsurface.texture->colormapping)
4526 permutation |= SHADERPERMUTATION_COLORMAPPING;
4527 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4528 permutation |= SHADERPERMUTATION_REFLECTION;
4529 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4530 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4531 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4532 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4534 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4535 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4536 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4540 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4541 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4542 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4544 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4545 R_Mesh_ColorPointer(NULL, 0, 0);
4546 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4547 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
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 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4561 permutation |= SHADERPERMUTATION_GLOW;
4562 if (r_refdef.fogenabled)
4563 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4564 if (rsurface.texture->colormapping)
4565 permutation |= SHADERPERMUTATION_COLORMAPPING;
4566 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4567 permutation |= SHADERPERMUTATION_REFLECTION;
4568 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4569 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4570 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4572 // deluxemapping (light direction texture)
4573 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4574 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4576 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4577 permutation |= SHADERPERMUTATION_DIFFUSE;
4578 if (specularscale > 0)
4580 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4581 if (r_shadow_glossexact.integer)
4582 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4584 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4585 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4586 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4588 R_Mesh_ColorPointer(NULL, 0, 0);
4590 else if (r_glsl_deluxemapping.integer >= 2)
4592 // fake deluxemapping (uniform light direction in tangentspace)
4593 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4594 permutation |= SHADERPERMUTATION_DIFFUSE;
4595 if (specularscale > 0)
4597 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4598 if (r_shadow_glossexact.integer)
4599 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4601 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4602 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4603 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4605 R_Mesh_ColorPointer(NULL, 0, 0);
4607 else if (rsurface.uselightmaptexture)
4609 // ordinary lightmapping (q1bsp, q3bsp)
4610 mode = SHADERMODE_LIGHTMAP;
4611 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4612 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4613 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4615 R_Mesh_ColorPointer(NULL, 0, 0);
4619 // ordinary vertex coloring (q3bsp)
4620 mode = SHADERMODE_VERTEXCOLOR;
4621 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4622 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4624 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4625 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4627 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4628 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4629 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4633 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4634 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4635 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4637 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4638 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4640 switch(vid.renderpath)
4642 case RENDERPATH_GL20:
4643 R_SetupShader_SetPermutationGLSL(mode, permutation);
4644 if (mode == SHADERMODE_LIGHTSOURCE)
4646 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4647 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4648 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4649 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);
4650 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);
4651 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
4653 // additive passes are only darkened by fog, not tinted
4654 if (r_glsl_permutation->loc_FogColor >= 0)
4655 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4656 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]);
4657 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]);
4658 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4662 if (mode == SHADERMODE_FLATCOLOR)
4664 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4666 else if (mode == SHADERMODE_LIGHTDIRECTION)
4668 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]);
4669 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
4670 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
4671 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);
4672 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);
4673 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]);
4674 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]);
4678 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]);
4679 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]);
4680 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
4681 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);
4682 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);
4684 // additive passes are only darkened by fog, not tinted
4685 if (r_glsl_permutation->loc_FogColor >= 0)
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4688 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4690 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4692 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);
4693 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]);
4694 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]);
4695 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4696 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4697 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4698 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4699 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4701 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4702 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4703 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4704 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4705 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4706 if (r_glsl_permutation->loc_Color_Pants >= 0)
4708 if (rsurface.texture->pantstexture)
4709 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4711 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4713 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4715 if (rsurface.texture->shirttexture)
4716 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4718 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4720 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]);
4721 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4722 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4723 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4724 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4725 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]);
4727 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4728 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4729 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4730 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4731 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4732 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4733 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4734 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4735 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4736 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4737 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4738 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4739 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4740 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4741 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4742 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4743 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4744 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4745 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4746 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4747 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4748 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4749 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4750 if (rsurface.rtlight)
4752 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4753 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4754 if (r_shadow_usingshadowmapcube)
4755 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4756 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4757 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4761 case RENDERPATH_CGGL:
4763 R_SetupShader_SetPermutationCG(mode, permutation);
4764 if (mode == SHADERMODE_LIGHTSOURCE)
4766 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4767 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4771 if (mode == SHADERMODE_LIGHTDIRECTION)
4773 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
4776 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4777 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4778 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4779 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
4782 if (mode == SHADERMODE_LIGHTSOURCE)
4784 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4785 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4786 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
4787 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
4788 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale);CHECKCGERROR
4790 // additive passes are only darkened by fog, not tinted
4791 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4792 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
4793 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
4794 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4798 if (mode == SHADERMODE_FLATCOLOR)
4800 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4802 else if (mode == SHADERMODE_LIGHTDIRECTION)
4804 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
4805 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);CHECKCGERROR
4806 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR
4807 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
4808 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
4809 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
4810 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
4814 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
4815 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
4816 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR
4817 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
4818 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
4820 // additive passes are only darkened by fog, not tinted
4821 if (r_cg_permutation->fp_FogColor)
4823 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4824 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4826 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4829 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
4830 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
4831 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
4832 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4833 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4834 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4835 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4836 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4838 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4839 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4840 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4841 if (r_cg_permutation->fp_Color_Pants)
4843 if (rsurface.texture->pantstexture)
4844 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4846 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4849 if (r_cg_permutation->fp_Color_Shirt)
4851 if (rsurface.texture->shirttexture)
4852 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4854 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4857 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
4858 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4859 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4860 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4861 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4862 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
4864 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4865 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4866 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4867 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4868 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4869 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4870 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4871 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4872 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4873 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4874 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4875 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4876 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4877 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4878 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4879 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4880 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4881 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4882 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4883 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4884 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4885 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4886 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4887 if (rsurface.rtlight)
4889 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4890 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4891 if (r_shadow_usingshadowmapcube)
4892 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4893 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4894 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4900 case RENDERPATH_GL13:
4901 case RENDERPATH_GL11:
4906 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4908 // select a permutation of the lighting shader appropriate to this
4909 // combination of texture, entity, light source, and fogging, only use the
4910 // minimum features necessary to avoid wasting rendering time in the
4911 // fragment shader on features that are not being used
4912 unsigned int permutation = 0;
4913 unsigned int mode = 0;
4914 const float *lightcolorbase = rtlight->currentcolor;
4915 float ambientscale = rtlight->ambientscale;
4916 float diffusescale = rtlight->diffusescale;
4917 float specularscale = rtlight->specularscale;
4918 // this is the location of the light in view space
4919 vec3_t viewlightorigin;
4920 // this transforms from view space (camera) to light space (cubemap)
4921 matrix4x4_t viewtolight;
4922 matrix4x4_t lighttoview;
4923 float viewtolight16f[16];
4924 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4926 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4927 if (rtlight->currentcubemap != r_texture_whitecube)
4928 permutation |= SHADERPERMUTATION_CUBEFILTER;
4929 if (diffusescale > 0)
4930 permutation |= SHADERPERMUTATION_DIFFUSE;
4931 if (specularscale > 0)
4933 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4934 if (r_shadow_glossexact.integer)
4935 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4937 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4939 if (r_shadow_usingshadowmaprect)
4940 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4941 if (r_shadow_usingshadowmap2d)
4942 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4943 if (r_shadow_usingshadowmapcube)
4944 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4945 else if(r_shadow_shadowmapvsdct)
4946 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4948 if (r_shadow_shadowmapsampler)
4949 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4950 if (r_shadow_shadowmappcf > 1)
4951 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4952 else if (r_shadow_shadowmappcf)
4953 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4955 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
4956 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
4957 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
4958 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
4959 switch(vid.renderpath)
4961 case RENDERPATH_GL20:
4962 R_SetupShader_SetPermutationGLSL(mode, permutation);
4963 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
4964 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
4965 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);
4966 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);
4967 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);
4968 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]);
4969 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]);
4970 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));
4971 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]);
4973 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4974 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4975 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4976 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4977 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4978 if (r_shadow_usingshadowmapcube)
4979 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4980 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4981 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4983 case RENDERPATH_CGGL:
4985 R_SetupShader_SetPermutationCG(mode, permutation);
4986 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
4987 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
4988 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
4989 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
4990 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
4991 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
4992 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
4993 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
4994 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
4996 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5001 if (r_shadow_usingshadowmapcube)
5002 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5007 case RENDERPATH_GL13:
5008 case RENDERPATH_GL11:
5013 #define SKINFRAME_HASH 1024
5017 int loadsequence; // incremented each level change
5018 memexpandablearray_t array;
5019 skinframe_t *hash[SKINFRAME_HASH];
5022 r_skinframe_t r_skinframe;
5024 void R_SkinFrame_PrepareForPurge(void)
5026 r_skinframe.loadsequence++;
5027 // wrap it without hitting zero
5028 if (r_skinframe.loadsequence >= 200)
5029 r_skinframe.loadsequence = 1;
5032 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5036 // mark the skinframe as used for the purging code
5037 skinframe->loadsequence = r_skinframe.loadsequence;
5040 void R_SkinFrame_Purge(void)
5044 for (i = 0;i < SKINFRAME_HASH;i++)
5046 for (s = r_skinframe.hash[i];s;s = s->next)
5048 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5050 if (s->merged == s->base)
5052 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5053 R_PurgeTexture(s->stain );s->stain = NULL;
5054 R_PurgeTexture(s->merged);s->merged = NULL;
5055 R_PurgeTexture(s->base );s->base = NULL;
5056 R_PurgeTexture(s->pants );s->pants = NULL;
5057 R_PurgeTexture(s->shirt );s->shirt = NULL;
5058 R_PurgeTexture(s->nmap );s->nmap = NULL;
5059 R_PurgeTexture(s->gloss );s->gloss = NULL;
5060 R_PurgeTexture(s->glow );s->glow = NULL;
5061 R_PurgeTexture(s->fog );s->fog = NULL;
5062 s->loadsequence = 0;
5068 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5070 char basename[MAX_QPATH];
5072 Image_StripImageExtension(name, basename, sizeof(basename));
5074 if( last == NULL ) {
5076 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5077 item = r_skinframe.hash[hashindex];
5082 // linearly search through the hash bucket
5083 for( ; item ; item = item->next ) {
5084 if( !strcmp( item->basename, basename ) ) {
5091 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5095 char basename[MAX_QPATH];
5097 Image_StripImageExtension(name, basename, sizeof(basename));
5099 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5100 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5101 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5105 rtexture_t *dyntexture;
5106 // check whether its a dynamic texture
5107 dyntexture = CL_GetDynTexture( basename );
5108 if (!add && !dyntexture)
5110 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5111 memset(item, 0, sizeof(*item));
5112 strlcpy(item->basename, basename, sizeof(item->basename));
5113 item->base = dyntexture; // either NULL or dyntexture handle
5114 item->textureflags = textureflags;
5115 item->comparewidth = comparewidth;
5116 item->compareheight = compareheight;
5117 item->comparecrc = comparecrc;
5118 item->next = r_skinframe.hash[hashindex];
5119 r_skinframe.hash[hashindex] = item;
5121 else if( item->base == NULL )
5123 rtexture_t *dyntexture;
5124 // check whether its a dynamic texture
5125 // 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]
5126 dyntexture = CL_GetDynTexture( basename );
5127 item->base = dyntexture; // either NULL or dyntexture handle
5130 R_SkinFrame_MarkUsed(item);
5134 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5136 unsigned long long avgcolor[5], wsum; \
5144 for(pix = 0; pix < cnt; ++pix) \
5147 for(comp = 0; comp < 3; ++comp) \
5149 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5152 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5154 for(comp = 0; comp < 3; ++comp) \
5155 avgcolor[comp] += getpixel * w; \
5158 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5159 avgcolor[4] += getpixel; \
5161 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5163 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5164 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5165 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5166 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5169 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5172 unsigned char *pixels;
5173 unsigned char *bumppixels;
5174 unsigned char *basepixels = NULL;
5175 int basepixels_width = 0;
5176 int basepixels_height = 0;
5177 skinframe_t *skinframe;
5178 rtexture_t *ddsbase = NULL;
5179 qboolean ddshasalpha = false;
5180 float ddsavgcolor[4];
5181 char basename[MAX_QPATH];
5183 if (cls.state == ca_dedicated)
5186 // return an existing skinframe if already loaded
5187 // if loading of the first image fails, don't make a new skinframe as it
5188 // would cause all future lookups of this to be missing
5189 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5190 if (skinframe && skinframe->base)
5193 Image_StripImageExtension(name, basename, sizeof(basename));
5195 // check for DDS texture file first
5196 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5198 basepixels = loadimagepixelsbgra(name, complain, true);
5199 if (basepixels == NULL)
5203 if (developer_loading.integer)
5204 Con_Printf("loading skin \"%s\"\n", name);
5206 // we've got some pixels to store, so really allocate this new texture now
5208 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5209 skinframe->stain = NULL;
5210 skinframe->merged = NULL;
5211 skinframe->base = NULL;
5212 skinframe->pants = NULL;
5213 skinframe->shirt = NULL;
5214 skinframe->nmap = NULL;
5215 skinframe->gloss = NULL;
5216 skinframe->glow = NULL;
5217 skinframe->fog = NULL;
5218 skinframe->hasalpha = false;
5222 skinframe->base = ddsbase;
5223 skinframe->hasalpha = ddshasalpha;
5224 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5225 if (r_loadfog && skinframe->hasalpha)
5226 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5227 //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]);
5231 basepixels_width = image_width;
5232 basepixels_height = image_height;
5233 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);
5234 if (textureflags & TEXF_ALPHA)
5236 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5238 if (basepixels[j] < 255)
5240 skinframe->hasalpha = true;
5244 if (r_loadfog && skinframe->hasalpha)
5246 // has transparent pixels
5247 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5248 for (j = 0;j < image_width * image_height * 4;j += 4)
5253 pixels[j+3] = basepixels[j+3];
5255 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);
5259 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5260 //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]);
5261 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5262 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5263 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5264 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5269 if (r_loadnormalmap)
5270 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5271 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5273 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5274 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5275 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5278 // _norm is the name used by tenebrae and has been adopted as standard
5279 if (r_loadnormalmap && skinframe->nmap == NULL)
5281 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5283 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);
5287 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5289 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5290 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5291 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);
5293 Mem_Free(bumppixels);
5295 else if (r_shadow_bumpscale_basetexture.value > 0)
5297 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5298 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5299 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);
5302 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5303 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5306 // _luma is supported only for tenebrae compatibility
5307 // _glow is the preferred name
5308 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5310 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);
5311 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5312 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5313 Mem_Free(pixels);pixels = NULL;
5316 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5318 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);
5319 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5320 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5325 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5327 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);
5328 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5329 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5334 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5336 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);
5337 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5338 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5344 Mem_Free(basepixels);
5349 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5350 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5353 unsigned char *temp1, *temp2;
5354 skinframe_t *skinframe;
5356 if (cls.state == ca_dedicated)
5359 // if already loaded just return it, otherwise make a new skinframe
5360 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5361 if (skinframe && skinframe->base)
5364 skinframe->stain = NULL;
5365 skinframe->merged = NULL;
5366 skinframe->base = NULL;
5367 skinframe->pants = NULL;
5368 skinframe->shirt = NULL;
5369 skinframe->nmap = NULL;
5370 skinframe->gloss = NULL;
5371 skinframe->glow = NULL;
5372 skinframe->fog = NULL;
5373 skinframe->hasalpha = false;
5375 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5379 if (developer_loading.integer)
5380 Con_Printf("loading 32bit skin \"%s\"\n", name);
5382 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5384 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5385 temp2 = temp1 + width * height * 4;
5386 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5387 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5390 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5391 if (textureflags & TEXF_ALPHA)
5393 for (i = 3;i < width * height * 4;i += 4)
5395 if (skindata[i] < 255)
5397 skinframe->hasalpha = true;
5401 if (r_loadfog && skinframe->hasalpha)
5403 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5404 memcpy(fogpixels, skindata, width * height * 4);
5405 for (i = 0;i < width * height * 4;i += 4)
5406 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5407 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5408 Mem_Free(fogpixels);
5412 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5413 //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]);
5418 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5422 skinframe_t *skinframe;
5424 if (cls.state == ca_dedicated)
5427 // if already loaded just return it, otherwise make a new skinframe
5428 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5429 if (skinframe && skinframe->base)
5432 skinframe->stain = NULL;
5433 skinframe->merged = NULL;
5434 skinframe->base = NULL;
5435 skinframe->pants = NULL;
5436 skinframe->shirt = NULL;
5437 skinframe->nmap = NULL;
5438 skinframe->gloss = NULL;
5439 skinframe->glow = NULL;
5440 skinframe->fog = NULL;
5441 skinframe->hasalpha = false;
5443 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5447 if (developer_loading.integer)
5448 Con_Printf("loading quake skin \"%s\"\n", name);
5450 // 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)
5451 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5452 memcpy(skinframe->qpixels, skindata, width*height);
5453 skinframe->qwidth = width;
5454 skinframe->qheight = height;
5457 for (i = 0;i < width * height;i++)
5458 featuresmask |= palette_featureflags[skindata[i]];
5460 skinframe->hasalpha = false;
5461 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5462 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5463 skinframe->qgeneratemerged = true;
5464 skinframe->qgeneratebase = skinframe->qhascolormapping;
5465 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5467 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5468 //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]);
5473 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5477 unsigned char *skindata;
5479 if (!skinframe->qpixels)
5482 if (!skinframe->qhascolormapping)
5483 colormapped = false;
5487 if (!skinframe->qgeneratebase)
5492 if (!skinframe->qgeneratemerged)
5496 width = skinframe->qwidth;
5497 height = skinframe->qheight;
5498 skindata = skinframe->qpixels;
5500 if (skinframe->qgeneratenmap)
5502 unsigned char *temp1, *temp2;
5503 skinframe->qgeneratenmap = false;
5504 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5505 temp2 = temp1 + width * height * 4;
5506 // use either a custom palette or the quake palette
5507 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5508 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5509 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5513 if (skinframe->qgenerateglow)
5515 skinframe->qgenerateglow = false;
5516 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5521 skinframe->qgeneratebase = false;
5522 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);
5523 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5524 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5528 skinframe->qgeneratemerged = false;
5529 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5532 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5534 Mem_Free(skinframe->qpixels);
5535 skinframe->qpixels = NULL;
5539 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)
5542 skinframe_t *skinframe;
5544 if (cls.state == ca_dedicated)
5547 // if already loaded just return it, otherwise make a new skinframe
5548 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5549 if (skinframe && skinframe->base)
5552 skinframe->stain = NULL;
5553 skinframe->merged = NULL;
5554 skinframe->base = NULL;
5555 skinframe->pants = NULL;
5556 skinframe->shirt = NULL;
5557 skinframe->nmap = NULL;
5558 skinframe->gloss = NULL;
5559 skinframe->glow = NULL;
5560 skinframe->fog = NULL;
5561 skinframe->hasalpha = false;
5563 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5567 if (developer_loading.integer)
5568 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5570 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5571 if (textureflags & TEXF_ALPHA)
5573 for (i = 0;i < width * height;i++)
5575 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5577 skinframe->hasalpha = true;
5581 if (r_loadfog && skinframe->hasalpha)
5582 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5585 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5586 //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]);
5591 skinframe_t *R_SkinFrame_LoadMissing(void)
5593 skinframe_t *skinframe;
5595 if (cls.state == ca_dedicated)
5598 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5599 skinframe->stain = NULL;
5600 skinframe->merged = NULL;
5601 skinframe->base = NULL;
5602 skinframe->pants = NULL;
5603 skinframe->shirt = NULL;
5604 skinframe->nmap = NULL;
5605 skinframe->gloss = NULL;
5606 skinframe->glow = NULL;
5607 skinframe->fog = NULL;
5608 skinframe->hasalpha = false;
5610 skinframe->avgcolor[0] = rand() / RAND_MAX;
5611 skinframe->avgcolor[1] = rand() / RAND_MAX;
5612 skinframe->avgcolor[2] = rand() / RAND_MAX;
5613 skinframe->avgcolor[3] = 1;
5618 void R_Main_FreeViewCache(void)
5620 if (r_refdef.viewcache.entityvisible)
5621 Mem_Free(r_refdef.viewcache.entityvisible);
5622 if (r_refdef.viewcache.world_pvsbits)
5623 Mem_Free(r_refdef.viewcache.world_pvsbits);
5624 if (r_refdef.viewcache.world_leafvisible)
5625 Mem_Free(r_refdef.viewcache.world_leafvisible);
5626 if (r_refdef.viewcache.world_surfacevisible)
5627 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5628 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5631 void R_Main_ResizeViewCache(void)
5633 int numentities = r_refdef.scene.numentities;
5634 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5635 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5636 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5637 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5638 if (r_refdef.viewcache.maxentities < numentities)
5640 r_refdef.viewcache.maxentities = numentities;
5641 if (r_refdef.viewcache.entityvisible)
5642 Mem_Free(r_refdef.viewcache.entityvisible);
5643 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5645 if (r_refdef.viewcache.world_numclusters != numclusters)
5647 r_refdef.viewcache.world_numclusters = numclusters;
5648 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5649 if (r_refdef.viewcache.world_pvsbits)
5650 Mem_Free(r_refdef.viewcache.world_pvsbits);
5651 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5653 if (r_refdef.viewcache.world_numleafs != numleafs)
5655 r_refdef.viewcache.world_numleafs = numleafs;
5656 if (r_refdef.viewcache.world_leafvisible)
5657 Mem_Free(r_refdef.viewcache.world_leafvisible);
5658 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5660 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5662 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5663 if (r_refdef.viewcache.world_surfacevisible)
5664 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5665 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5669 extern rtexture_t *loadingscreentexture;
5670 void gl_main_start(void)
5672 loadingscreentexture = NULL;
5673 r_texture_blanknormalmap = NULL;
5674 r_texture_white = NULL;
5675 r_texture_grey128 = NULL;
5676 r_texture_black = NULL;
5677 r_texture_whitecube = NULL;
5678 r_texture_normalizationcube = NULL;
5679 r_texture_fogattenuation = NULL;
5680 r_texture_gammaramps = NULL;
5682 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5683 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5685 switch(vid.renderpath)
5687 case RENDERPATH_GL20:
5688 case RENDERPATH_CGGL:
5689 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5690 Cvar_SetValueQuick(&gl_combine, 1);
5691 Cvar_SetValueQuick(&r_glsl, 1);
5692 r_loadnormalmap = true;
5696 case RENDERPATH_GL13:
5697 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5698 Cvar_SetValueQuick(&gl_combine, 1);
5699 Cvar_SetValueQuick(&r_glsl, 0);
5700 r_loadnormalmap = false;
5701 r_loadgloss = false;
5704 case RENDERPATH_GL11:
5705 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5706 Cvar_SetValueQuick(&gl_combine, 0);
5707 Cvar_SetValueQuick(&r_glsl, 0);
5708 r_loadnormalmap = false;
5709 r_loadgloss = false;
5715 R_FrameData_Reset();
5719 memset(r_queries, 0, sizeof(r_queries));
5721 r_qwskincache = NULL;
5722 r_qwskincache_size = 0;
5724 // set up r_skinframe loading system for textures
5725 memset(&r_skinframe, 0, sizeof(r_skinframe));
5726 r_skinframe.loadsequence = 1;
5727 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5729 r_main_texturepool = R_AllocTexturePool();
5730 R_BuildBlankTextures();
5732 if (vid.support.arb_texture_cube_map)
5735 R_BuildNormalizationCube();
5737 r_texture_fogattenuation = NULL;
5738 r_texture_gammaramps = NULL;
5739 //r_texture_fogintensity = NULL;
5740 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5741 memset(&r_waterstate, 0, sizeof(r_waterstate));
5742 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5743 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5745 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5746 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5748 memset(&r_svbsp, 0, sizeof (r_svbsp));
5750 r_refdef.fogmasktable_density = 0;
5753 void gl_main_shutdown(void)
5756 R_FrameData_Reset();
5758 R_Main_FreeViewCache();
5761 qglDeleteQueriesARB(r_maxqueries, r_queries);
5765 memset(r_queries, 0, sizeof(r_queries));
5767 r_qwskincache = NULL;
5768 r_qwskincache_size = 0;
5770 // clear out the r_skinframe state
5771 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5772 memset(&r_skinframe, 0, sizeof(r_skinframe));
5775 Mem_Free(r_svbsp.nodes);
5776 memset(&r_svbsp, 0, sizeof (r_svbsp));
5777 R_FreeTexturePool(&r_main_texturepool);
5778 loadingscreentexture = NULL;
5779 r_texture_blanknormalmap = NULL;
5780 r_texture_white = NULL;
5781 r_texture_grey128 = NULL;
5782 r_texture_black = NULL;
5783 r_texture_whitecube = NULL;
5784 r_texture_normalizationcube = NULL;
5785 r_texture_fogattenuation = NULL;
5786 r_texture_gammaramps = NULL;
5787 //r_texture_fogintensity = NULL;
5788 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5789 memset(&r_waterstate, 0, sizeof(r_waterstate));
5793 extern void CL_ParseEntityLump(char *entitystring);
5794 void gl_main_newmap(void)
5796 // FIXME: move this code to client
5798 char *entities, entname[MAX_QPATH];
5800 Mem_Free(r_qwskincache);
5801 r_qwskincache = NULL;
5802 r_qwskincache_size = 0;
5805 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5806 l = (int)strlen(entname) - 4;
5807 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5809 memcpy(entname + l, ".ent", 5);
5810 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5812 CL_ParseEntityLump(entities);
5817 if (cl.worldmodel->brush.entities)
5818 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5820 R_Main_FreeViewCache();
5822 R_FrameData_Reset();
5825 void GL_Main_Init(void)
5827 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5829 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5830 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5831 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5832 if (gamemode == GAME_NEHAHRA)
5834 Cvar_RegisterVariable (&gl_fogenable);
5835 Cvar_RegisterVariable (&gl_fogdensity);
5836 Cvar_RegisterVariable (&gl_fogred);
5837 Cvar_RegisterVariable (&gl_foggreen);
5838 Cvar_RegisterVariable (&gl_fogblue);
5839 Cvar_RegisterVariable (&gl_fogstart);
5840 Cvar_RegisterVariable (&gl_fogend);
5841 Cvar_RegisterVariable (&gl_skyclip);
5843 Cvar_RegisterVariable(&r_motionblur);
5844 Cvar_RegisterVariable(&r_motionblur_maxblur);
5845 Cvar_RegisterVariable(&r_motionblur_bmin);
5846 Cvar_RegisterVariable(&r_motionblur_vmin);
5847 Cvar_RegisterVariable(&r_motionblur_vmax);
5848 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5849 Cvar_RegisterVariable(&r_motionblur_randomize);
5850 Cvar_RegisterVariable(&r_damageblur);
5851 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5852 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5853 Cvar_RegisterVariable(&r_equalize_entities_by);
5854 Cvar_RegisterVariable(&r_equalize_entities_to);
5855 Cvar_RegisterVariable(&r_depthfirst);
5856 Cvar_RegisterVariable(&r_useinfinitefarclip);
5857 Cvar_RegisterVariable(&r_farclip_base);
5858 Cvar_RegisterVariable(&r_farclip_world);
5859 Cvar_RegisterVariable(&r_nearclip);
5860 Cvar_RegisterVariable(&r_showbboxes);
5861 Cvar_RegisterVariable(&r_showsurfaces);
5862 Cvar_RegisterVariable(&r_showtris);
5863 Cvar_RegisterVariable(&r_shownormals);
5864 Cvar_RegisterVariable(&r_showlighting);
5865 Cvar_RegisterVariable(&r_showshadowvolumes);
5866 Cvar_RegisterVariable(&r_showcollisionbrushes);
5867 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5868 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5869 Cvar_RegisterVariable(&r_showdisabledepthtest);
5870 Cvar_RegisterVariable(&r_drawportals);
5871 Cvar_RegisterVariable(&r_drawentities);
5872 Cvar_RegisterVariable(&r_cullentities_trace);
5873 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5874 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5875 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5876 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5877 Cvar_RegisterVariable(&r_drawviewmodel);
5878 Cvar_RegisterVariable(&r_speeds);
5879 Cvar_RegisterVariable(&r_fullbrights);
5880 Cvar_RegisterVariable(&r_wateralpha);
5881 Cvar_RegisterVariable(&r_dynamic);
5882 Cvar_RegisterVariable(&r_fullbright);
5883 Cvar_RegisterVariable(&r_shadows);
5884 Cvar_RegisterVariable(&r_shadows_darken);
5885 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5886 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5887 Cvar_RegisterVariable(&r_shadows_throwdistance);
5888 Cvar_RegisterVariable(&r_shadows_throwdirection);
5889 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5890 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5891 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5892 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5893 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5894 Cvar_RegisterVariable(&r_fog_exp2);
5895 Cvar_RegisterVariable(&r_drawfog);
5896 Cvar_RegisterVariable(&r_transparentdepthmasking);
5897 Cvar_RegisterVariable(&r_texture_dds_load);
5898 Cvar_RegisterVariable(&r_texture_dds_save);
5899 Cvar_RegisterVariable(&r_textureunits);
5900 Cvar_RegisterVariable(&gl_combine);
5901 Cvar_RegisterVariable(&r_glsl);
5902 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5903 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5904 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5905 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5906 Cvar_RegisterVariable(&r_glsl_postprocess);
5907 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5908 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5909 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5910 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5911 Cvar_RegisterVariable(&r_water);
5912 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5913 Cvar_RegisterVariable(&r_water_clippingplanebias);
5914 Cvar_RegisterVariable(&r_water_refractdistort);
5915 Cvar_RegisterVariable(&r_water_reflectdistort);
5916 Cvar_RegisterVariable(&r_lerpsprites);
5917 Cvar_RegisterVariable(&r_lerpmodels);
5918 Cvar_RegisterVariable(&r_lerplightstyles);
5919 Cvar_RegisterVariable(&r_waterscroll);
5920 Cvar_RegisterVariable(&r_bloom);
5921 Cvar_RegisterVariable(&r_bloom_colorscale);
5922 Cvar_RegisterVariable(&r_bloom_brighten);
5923 Cvar_RegisterVariable(&r_bloom_blur);
5924 Cvar_RegisterVariable(&r_bloom_resolution);
5925 Cvar_RegisterVariable(&r_bloom_colorexponent);
5926 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5927 Cvar_RegisterVariable(&r_hdr);
5928 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5929 Cvar_RegisterVariable(&r_hdr_glowintensity);
5930 Cvar_RegisterVariable(&r_hdr_range);
5931 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5932 Cvar_RegisterVariable(&developer_texturelogging);
5933 Cvar_RegisterVariable(&gl_lightmaps);
5934 Cvar_RegisterVariable(&r_test);
5935 Cvar_RegisterVariable(&r_batchmode);
5936 Cvar_RegisterVariable(&r_glsl_saturation);
5937 Cvar_RegisterVariable(&r_framedatasize);
5938 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
5939 Cvar_SetValue("r_fullbrights", 0);
5940 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
5942 Cvar_RegisterVariable(&r_track_sprites);
5943 Cvar_RegisterVariable(&r_track_sprites_flags);
5944 Cvar_RegisterVariable(&r_track_sprites_scalew);
5945 Cvar_RegisterVariable(&r_track_sprites_scaleh);
5948 extern void R_Textures_Init(void);
5949 extern void GL_Draw_Init(void);
5950 extern void GL_Main_Init(void);
5951 extern void R_Shadow_Init(void);
5952 extern void R_Sky_Init(void);
5953 extern void GL_Surf_Init(void);
5954 extern void R_Particles_Init(void);
5955 extern void R_Explosion_Init(void);
5956 extern void gl_backend_init(void);
5957 extern void Sbar_Init(void);
5958 extern void R_LightningBeams_Init(void);
5959 extern void Mod_RenderInit(void);
5960 extern void Font_Init(void);
5962 void Render_Init(void)
5975 R_LightningBeams_Init();
5984 extern char *ENGINE_EXTENSIONS;
5987 gl_renderer = (const char *)qglGetString(GL_RENDERER);
5988 gl_vendor = (const char *)qglGetString(GL_VENDOR);
5989 gl_version = (const char *)qglGetString(GL_VERSION);
5990 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
5994 if (!gl_platformextensions)
5995 gl_platformextensions = "";
5997 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
5998 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
5999 Con_Printf("GL_VERSION: %s\n", gl_version);
6000 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6001 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6003 VID_CheckExtensions();
6005 // LordHavoc: report supported extensions
6006 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6008 // clear to black (loading plaque will be seen over this)
6010 qglClearColor(0,0,0,1);CHECKGLERROR
6011 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6014 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6018 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6020 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6023 p = r_refdef.view.frustum + i;
6028 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6032 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6036 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6040 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6044 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6048 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6052 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6056 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6064 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6068 for (i = 0;i < numplanes;i++)
6075 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6079 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6083 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6087 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6091 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6095 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6099 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6103 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6111 //==================================================================================
6113 // LordHavoc: this stores temporary data used within the same frame
6115 qboolean r_framedata_failed;
6116 static size_t r_framedata_size;
6117 static size_t r_framedata_current;
6118 static void *r_framedata_base;
6120 void R_FrameData_Reset(void)
6122 if (r_framedata_base)
6123 Mem_Free(r_framedata_base);
6124 r_framedata_base = NULL;
6125 r_framedata_size = 0;
6126 r_framedata_current = 0;
6127 r_framedata_failed = false;
6130 void R_FrameData_NewFrame(void)
6133 if (r_framedata_failed)
6134 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6135 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6136 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6137 if (r_framedata_size != wantedsize)
6139 r_framedata_size = wantedsize;
6140 if (r_framedata_base)
6141 Mem_Free(r_framedata_base);
6142 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6144 r_framedata_current = 0;
6145 r_framedata_failed = false;
6148 void *R_FrameData_Alloc(size_t size)
6152 // align to 16 byte boundary
6153 size = (size + 15) & ~15;
6154 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6155 r_framedata_current += size;
6158 if (r_framedata_current > r_framedata_size)
6159 r_framedata_failed = true;
6161 // return NULL on everything after a failure
6162 if (r_framedata_failed)
6168 void *R_FrameData_Store(size_t size, void *data)
6170 void *d = R_FrameData_Alloc(size);
6172 memcpy(d, data, size);
6176 //==================================================================================
6178 // LordHavoc: animcache originally written by Echon, rewritten since then
6181 * Animation cache prevents re-generating mesh data for an animated model
6182 * multiple times in one frame for lighting, shadowing, reflections, etc.
6185 void R_AnimCache_Free(void)
6189 void R_AnimCache_ClearCache(void)
6192 entity_render_t *ent;
6194 for (i = 0;i < r_refdef.scene.numentities;i++)
6196 ent = r_refdef.scene.entities[i];
6197 ent->animcache_vertex3f = NULL;
6198 ent->animcache_normal3f = NULL;
6199 ent->animcache_svector3f = NULL;
6200 ent->animcache_tvector3f = NULL;
6204 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6206 dp_model_t *model = ent->model;
6208 // see if it's already cached this frame
6209 if (ent->animcache_vertex3f)
6211 // add normals/tangents if needed
6212 if (wantnormals || wanttangents)
6214 if (ent->animcache_normal3f)
6215 wantnormals = false;
6216 if (ent->animcache_svector3f)
6217 wanttangents = false;
6218 if (wantnormals || wanttangents)
6220 numvertices = model->surfmesh.num_vertices;
6222 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6225 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6226 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6228 if (!r_framedata_failed)
6229 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6235 // see if this ent is worth caching
6236 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6238 // get some memory for this entity and generate mesh data
6239 numvertices = model->surfmesh.num_vertices;
6240 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6242 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6245 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6246 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6248 if (!r_framedata_failed)
6249 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6251 return !r_framedata_failed;
6254 void R_AnimCache_CacheVisibleEntities(void)
6257 qboolean wantnormals = !r_showsurfaces.integer;
6258 qboolean wanttangents = !r_showsurfaces.integer;
6260 switch(vid.renderpath)
6262 case RENDERPATH_GL20:
6263 case RENDERPATH_CGGL:
6265 case RENDERPATH_GL13:
6266 case RENDERPATH_GL11:
6267 wanttangents = false;
6271 // TODO: thread this
6272 // NOTE: R_PrepareRTLights() also caches entities
6274 for (i = 0;i < r_refdef.scene.numentities;i++)
6275 if (r_refdef.viewcache.entityvisible[i])
6276 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6278 if (r_shadows.integer)
6279 for (i = 0;i < r_refdef.scene.numentities;i++)
6280 if (!r_refdef.viewcache.entityvisible[i])
6281 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6284 //==================================================================================
6286 static void R_View_UpdateEntityLighting (void)
6289 entity_render_t *ent;
6290 vec3_t tempdiffusenormal, avg;
6291 vec_t f, fa, fd, fdd;
6293 for (i = 0;i < r_refdef.scene.numentities;i++)
6295 ent = r_refdef.scene.entities[i];
6297 // skip unseen models
6298 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6302 if (ent->model && ent->model->brush.num_leafs)
6304 // TODO: use modellight for r_ambient settings on world?
6305 VectorSet(ent->modellight_ambient, 0, 0, 0);
6306 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6307 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6311 // fetch the lighting from the worldmodel data
6312 VectorClear(ent->modellight_ambient);
6313 VectorClear(ent->modellight_diffuse);
6314 VectorClear(tempdiffusenormal);
6315 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6318 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6319 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6320 if(ent->flags & RENDER_EQUALIZE)
6322 // first fix up ambient lighting...
6323 if(r_equalize_entities_minambient.value > 0)
6325 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6328 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6329 if(fa < r_equalize_entities_minambient.value * fd)
6332 // fa'/fd' = minambient
6333 // fa'+0.25*fd' = fa+0.25*fd
6335 // fa' = fd' * minambient
6336 // fd'*(0.25+minambient) = fa+0.25*fd
6338 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6339 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6341 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6342 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
6343 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6344 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6349 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6351 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6352 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6355 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6356 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6357 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6363 VectorSet(ent->modellight_ambient, 1, 1, 1);
6365 // move the light direction into modelspace coordinates for lighting code
6366 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6367 if(VectorLength2(ent->modellight_lightdir) == 0)
6368 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6369 VectorNormalize(ent->modellight_lightdir);
6373 #define MAX_LINEOFSIGHTTRACES 64
6375 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6378 vec3_t boxmins, boxmaxs;
6381 dp_model_t *model = r_refdef.scene.worldmodel;
6383 if (!model || !model->brush.TraceLineOfSight)
6386 // expand the box a little
6387 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6388 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6389 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6390 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6391 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6392 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6395 VectorCopy(eye, start);
6396 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6397 if (model->brush.TraceLineOfSight(model, start, end))
6400 // try various random positions
6401 for (i = 0;i < numsamples;i++)
6403 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6404 if (model->brush.TraceLineOfSight(model, start, end))
6412 static void R_View_UpdateEntityVisible (void)
6417 entity_render_t *ent;
6419 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6420 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6422 // worldmodel can check visibility
6423 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6424 for (i = 0;i < r_refdef.scene.numentities;i++)
6426 ent = r_refdef.scene.entities[i];
6427 if (!(ent->flags & renderimask))
6428 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)))
6429 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))
6430 r_refdef.viewcache.entityvisible[i] = true;
6432 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6434 for (i = 0;i < r_refdef.scene.numentities;i++)
6436 ent = r_refdef.scene.entities[i];
6437 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6439 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6441 continue; // temp entities do pvs only
6442 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6443 ent->last_trace_visibility = realtime;
6444 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6445 r_refdef.viewcache.entityvisible[i] = 0;
6452 // no worldmodel or it can't check visibility
6453 for (i = 0;i < r_refdef.scene.numentities;i++)
6455 ent = r_refdef.scene.entities[i];
6456 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));
6461 /// only used if skyrendermasked, and normally returns false
6462 int R_DrawBrushModelsSky (void)
6465 entity_render_t *ent;
6468 for (i = 0;i < r_refdef.scene.numentities;i++)
6470 if (!r_refdef.viewcache.entityvisible[i])
6472 ent = r_refdef.scene.entities[i];
6473 if (!ent->model || !ent->model->DrawSky)
6475 ent->model->DrawSky(ent);
6481 static void R_DrawNoModel(entity_render_t *ent);
6482 static void R_DrawModels(void)
6485 entity_render_t *ent;
6487 for (i = 0;i < r_refdef.scene.numentities;i++)
6489 if (!r_refdef.viewcache.entityvisible[i])
6491 ent = r_refdef.scene.entities[i];
6492 r_refdef.stats.entities++;
6493 if (ent->model && ent->model->Draw != NULL)
6494 ent->model->Draw(ent);
6500 static void R_DrawModelsDepth(void)
6503 entity_render_t *ent;
6505 for (i = 0;i < r_refdef.scene.numentities;i++)
6507 if (!r_refdef.viewcache.entityvisible[i])
6509 ent = r_refdef.scene.entities[i];
6510 if (ent->model && ent->model->DrawDepth != NULL)
6511 ent->model->DrawDepth(ent);
6515 static void R_DrawModelsDebug(void)
6518 entity_render_t *ent;
6520 for (i = 0;i < r_refdef.scene.numentities;i++)
6522 if (!r_refdef.viewcache.entityvisible[i])
6524 ent = r_refdef.scene.entities[i];
6525 if (ent->model && ent->model->DrawDebug != NULL)
6526 ent->model->DrawDebug(ent);
6530 static void R_DrawModelsAddWaterPlanes(void)
6533 entity_render_t *ent;
6535 for (i = 0;i < r_refdef.scene.numentities;i++)
6537 if (!r_refdef.viewcache.entityvisible[i])
6539 ent = r_refdef.scene.entities[i];
6540 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6541 ent->model->DrawAddWaterPlanes(ent);
6545 static void R_View_SetFrustum(void)
6548 double slopex, slopey;
6549 vec3_t forward, left, up, origin;
6551 // we can't trust r_refdef.view.forward and friends in reflected scenes
6552 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6555 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6556 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6557 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6558 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6559 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6560 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6561 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6562 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6563 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6564 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6565 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6566 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6570 zNear = r_refdef.nearclip;
6571 nudge = 1.0 - 1.0 / (1<<23);
6572 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6573 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6574 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6575 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6576 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6577 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6578 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6579 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6585 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6586 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6587 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6588 r_refdef.view.frustum[0].dist = m[15] - m[12];
6590 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6591 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6592 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6593 r_refdef.view.frustum[1].dist = m[15] + m[12];
6595 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6596 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6597 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6598 r_refdef.view.frustum[2].dist = m[15] - m[13];
6600 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6601 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6602 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6603 r_refdef.view.frustum[3].dist = m[15] + m[13];
6605 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6606 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6607 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6608 r_refdef.view.frustum[4].dist = m[15] - m[14];
6610 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6611 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6612 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6613 r_refdef.view.frustum[5].dist = m[15] + m[14];
6616 if (r_refdef.view.useperspective)
6618 slopex = 1.0 / r_refdef.view.frustum_x;
6619 slopey = 1.0 / r_refdef.view.frustum_y;
6620 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6621 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6622 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6623 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6624 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6626 // Leaving those out was a mistake, those were in the old code, and they
6627 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6628 // I couldn't reproduce it after adding those normalizations. --blub
6629 VectorNormalize(r_refdef.view.frustum[0].normal);
6630 VectorNormalize(r_refdef.view.frustum[1].normal);
6631 VectorNormalize(r_refdef.view.frustum[2].normal);
6632 VectorNormalize(r_refdef.view.frustum[3].normal);
6634 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6635 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]);
6636 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]);
6637 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]);
6638 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]);
6640 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6641 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6642 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6643 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6644 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6648 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6649 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6650 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6651 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6652 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6653 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6654 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6655 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6656 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6657 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6659 r_refdef.view.numfrustumplanes = 5;
6661 if (r_refdef.view.useclipplane)
6663 r_refdef.view.numfrustumplanes = 6;
6664 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6667 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6668 PlaneClassify(r_refdef.view.frustum + i);
6670 // LordHavoc: note to all quake engine coders, Quake had a special case
6671 // for 90 degrees which assumed a square view (wrong), so I removed it,
6672 // Quake2 has it disabled as well.
6674 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6675 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6676 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6677 //PlaneClassify(&frustum[0]);
6679 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6680 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6681 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6682 //PlaneClassify(&frustum[1]);
6684 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6685 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6686 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6687 //PlaneClassify(&frustum[2]);
6689 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6690 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6691 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6692 //PlaneClassify(&frustum[3]);
6695 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6696 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6697 //PlaneClassify(&frustum[4]);
6700 void R_View_Update(void)
6702 R_Main_ResizeViewCache();
6703 R_View_SetFrustum();
6704 R_View_WorldVisibility(r_refdef.view.useclipplane);
6705 R_View_UpdateEntityVisible();
6706 R_View_UpdateEntityLighting();
6709 void R_SetupView(qboolean allowwaterclippingplane)
6711 const float *customclipplane = NULL;
6713 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6715 // LordHavoc: couldn't figure out how to make this approach the
6716 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6717 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6718 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6719 dist = r_refdef.view.clipplane.dist;
6720 plane[0] = r_refdef.view.clipplane.normal[0];
6721 plane[1] = r_refdef.view.clipplane.normal[1];
6722 plane[2] = r_refdef.view.clipplane.normal[2];
6724 customclipplane = plane;
6727 if (!r_refdef.view.useperspective)
6728 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);
6729 else if (vid.stencil && r_useinfinitefarclip.integer)
6730 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);
6732 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);
6733 R_SetViewport(&r_refdef.view.viewport);
6736 void R_EntityMatrix(const matrix4x4_t *matrix)
6738 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6740 gl_modelmatrixchanged = false;
6741 gl_modelmatrix = *matrix;
6742 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6743 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6744 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6745 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6747 switch(vid.renderpath)
6749 case RENDERPATH_GL20:
6750 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6751 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6752 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6754 case RENDERPATH_CGGL:
6757 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6758 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6759 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6762 case RENDERPATH_GL13:
6763 case RENDERPATH_GL11:
6764 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6770 void R_ResetViewRendering2D(void)
6772 r_viewport_t viewport;
6775 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6776 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);
6777 R_SetViewport(&viewport);
6778 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6779 GL_Color(1, 1, 1, 1);
6780 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6781 GL_BlendFunc(GL_ONE, GL_ZERO);
6782 GL_AlphaTest(false);
6783 GL_ScissorTest(false);
6784 GL_DepthMask(false);
6785 GL_DepthRange(0, 1);
6786 GL_DepthTest(false);
6787 R_EntityMatrix(&identitymatrix);
6788 R_Mesh_ResetTextureState();
6789 GL_PolygonOffset(0, 0);
6790 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6791 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6792 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6793 qglStencilMask(~0);CHECKGLERROR
6794 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6795 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6796 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6799 void R_ResetViewRendering3D(void)
6804 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6805 GL_Color(1, 1, 1, 1);
6806 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6807 GL_BlendFunc(GL_ONE, GL_ZERO);
6808 GL_AlphaTest(false);
6809 GL_ScissorTest(true);
6811 GL_DepthRange(0, 1);
6813 R_EntityMatrix(&identitymatrix);
6814 R_Mesh_ResetTextureState();
6815 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6816 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6817 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6818 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6819 qglStencilMask(~0);CHECKGLERROR
6820 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6821 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6822 GL_CullFace(r_refdef.view.cullface_back);
6825 void R_RenderScene(void);
6826 void R_RenderWaterPlanes(void);
6828 static void R_Water_StartFrame(void)
6831 int waterwidth, waterheight, texturewidth, textureheight;
6832 r_waterstate_waterplane_t *p;
6834 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6837 switch(vid.renderpath)
6839 case RENDERPATH_GL20:
6840 case RENDERPATH_CGGL:
6842 case RENDERPATH_GL13:
6843 case RENDERPATH_GL11:
6847 // set waterwidth and waterheight to the water resolution that will be
6848 // used (often less than the screen resolution for faster rendering)
6849 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6850 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6852 // calculate desired texture sizes
6853 // can't use water if the card does not support the texture size
6854 if (!r_water.integer || r_showsurfaces.integer)
6855 texturewidth = textureheight = waterwidth = waterheight = 0;
6856 else if (vid.support.arb_texture_non_power_of_two)
6858 texturewidth = waterwidth;
6859 textureheight = waterheight;
6863 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6864 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6867 // allocate textures as needed
6868 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6870 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6871 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6873 if (p->texture_refraction)
6874 R_FreeTexture(p->texture_refraction);
6875 p->texture_refraction = NULL;
6876 if (p->texture_reflection)
6877 R_FreeTexture(p->texture_reflection);
6878 p->texture_reflection = NULL;
6880 memset(&r_waterstate, 0, sizeof(r_waterstate));
6881 r_waterstate.texturewidth = texturewidth;
6882 r_waterstate.textureheight = textureheight;
6885 if (r_waterstate.texturewidth)
6887 r_waterstate.enabled = true;
6889 // when doing a reduced render (HDR) we want to use a smaller area
6890 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6891 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6893 // set up variables that will be used in shader setup
6894 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6895 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6896 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6897 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6900 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6901 r_waterstate.numwaterplanes = 0;
6904 void R_Water_AddWaterPlane(msurface_t *surface)
6906 int triangleindex, planeindex;
6912 r_waterstate_waterplane_t *p;
6913 texture_t *t = R_GetCurrentTexture(surface->texture);
6914 // just use the first triangle with a valid normal for any decisions
6915 VectorClear(normal);
6916 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6918 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6919 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6921 TriangleNormal(vert[0], vert[1], vert[2], normal);
6922 if (VectorLength2(normal) >= 0.001)
6926 VectorCopy(normal, plane.normal);
6927 VectorNormalize(plane.normal);
6928 plane.dist = DotProduct(vert[0], plane.normal);
6929 PlaneClassify(&plane);
6930 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6932 // skip backfaces (except if nocullface is set)
6933 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6935 VectorNegate(plane.normal, plane.normal);
6937 PlaneClassify(&plane);
6941 // find a matching plane if there is one
6942 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6943 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
6945 if (planeindex >= r_waterstate.maxwaterplanes)
6946 return; // nothing we can do, out of planes
6948 // if this triangle does not fit any known plane rendered this frame, add one
6949 if (planeindex >= r_waterstate.numwaterplanes)
6951 // store the new plane
6952 r_waterstate.numwaterplanes++;
6954 // clear materialflags and pvs
6955 p->materialflags = 0;
6956 p->pvsvalid = false;
6958 // merge this surface's materialflags into the waterplane
6959 p->materialflags |= t->currentmaterialflags;
6960 // merge this surface's PVS into the waterplane
6961 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
6962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6963 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6965 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6970 static void R_Water_ProcessPlanes(void)
6972 r_refdef_view_t originalview;
6973 r_refdef_view_t myview;
6975 r_waterstate_waterplane_t *p;
6977 originalview = r_refdef.view;
6979 // make sure enough textures are allocated
6980 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6982 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6984 if (!p->texture_refraction)
6985 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6986 if (!p->texture_refraction)
6990 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6992 if (!p->texture_reflection)
6993 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6994 if (!p->texture_reflection)
7000 r_refdef.view = originalview;
7001 r_refdef.view.showdebug = false;
7002 r_refdef.view.width = r_waterstate.waterwidth;
7003 r_refdef.view.height = r_waterstate.waterheight;
7004 r_refdef.view.useclipplane = true;
7005 myview = r_refdef.view;
7006 r_waterstate.renderingscene = true;
7007 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7011 r_refdef.view = myview;
7012 // render reflected scene and copy into texture
7013 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7014 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7015 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7016 r_refdef.view.clipplane = p->plane;
7017 // reverse the cullface settings for this render
7018 r_refdef.view.cullface_front = GL_FRONT;
7019 r_refdef.view.cullface_back = GL_BACK;
7020 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7022 r_refdef.view.usecustompvs = true;
7024 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7026 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7029 R_ResetViewRendering3D();
7030 R_ClearScreen(r_refdef.fogenabled);
7034 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);
7037 // render the normal view scene and copy into texture
7038 // (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)
7039 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7041 r_refdef.view = myview;
7042 r_refdef.view.clipplane = p->plane;
7043 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7044 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7045 PlaneClassify(&r_refdef.view.clipplane);
7047 R_ResetViewRendering3D();
7048 R_ClearScreen(r_refdef.fogenabled);
7052 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);
7056 r_waterstate.renderingscene = false;
7057 r_refdef.view = originalview;
7058 R_ResetViewRendering3D();
7059 R_ClearScreen(r_refdef.fogenabled);
7063 r_refdef.view = originalview;
7064 r_waterstate.renderingscene = false;
7065 Cvar_SetValueQuick(&r_water, 0);
7066 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7070 void R_Bloom_StartFrame(void)
7072 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7074 switch(vid.renderpath)
7076 case RENDERPATH_GL20:
7077 case RENDERPATH_CGGL:
7079 case RENDERPATH_GL13:
7080 case RENDERPATH_GL11:
7084 // set bloomwidth and bloomheight to the bloom resolution that will be
7085 // used (often less than the screen resolution for faster rendering)
7086 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7087 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7088 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7089 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7090 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7092 // calculate desired texture sizes
7093 if (vid.support.arb_texture_non_power_of_two)
7095 screentexturewidth = r_refdef.view.width;
7096 screentextureheight = r_refdef.view.height;
7097 bloomtexturewidth = r_bloomstate.bloomwidth;
7098 bloomtextureheight = r_bloomstate.bloomheight;
7102 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7103 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7104 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7105 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7108 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))
7110 Cvar_SetValueQuick(&r_hdr, 0);
7111 Cvar_SetValueQuick(&r_bloom, 0);
7112 Cvar_SetValueQuick(&r_motionblur, 0);
7113 Cvar_SetValueQuick(&r_damageblur, 0);
7116 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)))
7117 screentexturewidth = screentextureheight = 0;
7118 if (!r_hdr.integer && !r_bloom.integer)
7119 bloomtexturewidth = bloomtextureheight = 0;
7121 // allocate textures as needed
7122 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7124 if (r_bloomstate.texture_screen)
7125 R_FreeTexture(r_bloomstate.texture_screen);
7126 r_bloomstate.texture_screen = NULL;
7127 r_bloomstate.screentexturewidth = screentexturewidth;
7128 r_bloomstate.screentextureheight = screentextureheight;
7129 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7130 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7132 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7134 if (r_bloomstate.texture_bloom)
7135 R_FreeTexture(r_bloomstate.texture_bloom);
7136 r_bloomstate.texture_bloom = NULL;
7137 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7138 r_bloomstate.bloomtextureheight = bloomtextureheight;
7139 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7140 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7143 // when doing a reduced render (HDR) we want to use a smaller area
7144 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7145 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7146 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7147 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7148 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7150 // set up a texcoord array for the full resolution screen image
7151 // (we have to keep this around to copy back during final render)
7152 r_bloomstate.screentexcoord2f[0] = 0;
7153 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7154 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7155 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7156 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7157 r_bloomstate.screentexcoord2f[5] = 0;
7158 r_bloomstate.screentexcoord2f[6] = 0;
7159 r_bloomstate.screentexcoord2f[7] = 0;
7161 // set up a texcoord array for the reduced resolution bloom image
7162 // (which will be additive blended over the screen image)
7163 r_bloomstate.bloomtexcoord2f[0] = 0;
7164 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7165 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7166 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7167 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7168 r_bloomstate.bloomtexcoord2f[5] = 0;
7169 r_bloomstate.bloomtexcoord2f[6] = 0;
7170 r_bloomstate.bloomtexcoord2f[7] = 0;
7172 if (r_hdr.integer || r_bloom.integer)
7174 r_bloomstate.enabled = true;
7175 r_bloomstate.hdr = r_hdr.integer != 0;
7178 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);
7181 void R_Bloom_CopyBloomTexture(float colorscale)
7183 r_refdef.stats.bloom++;
7185 // scale down screen texture to the bloom texture size
7187 R_SetViewport(&r_bloomstate.viewport);
7188 GL_BlendFunc(GL_ONE, GL_ZERO);
7189 GL_Color(colorscale, colorscale, colorscale, 1);
7190 // TODO: optimize with multitexture or GLSL
7191 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7192 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7193 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7194 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7196 // we now have a bloom image in the framebuffer
7197 // copy it into the bloom image texture for later processing
7198 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);
7199 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7202 void R_Bloom_CopyHDRTexture(void)
7204 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);
7205 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7208 void R_Bloom_MakeTexture(void)
7211 float xoffset, yoffset, r, brighten;
7213 r_refdef.stats.bloom++;
7215 R_ResetViewRendering2D();
7216 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7217 R_Mesh_ColorPointer(NULL, 0, 0);
7219 // we have a bloom image in the framebuffer
7221 R_SetViewport(&r_bloomstate.viewport);
7223 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7226 r = bound(0, r_bloom_colorexponent.value / x, 1);
7227 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7228 GL_Color(r, r, r, 1);
7229 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7230 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7231 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7232 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7234 // copy the vertically blurred bloom view to a texture
7235 GL_ActiveTexture(0);
7237 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7238 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7241 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7242 brighten = r_bloom_brighten.value;
7244 brighten *= r_hdr_range.value;
7245 brighten = sqrt(brighten);
7247 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7248 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7249 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7251 for (dir = 0;dir < 2;dir++)
7253 // blend on at multiple vertical offsets to achieve a vertical blur
7254 // TODO: do offset blends using GLSL
7255 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7256 GL_BlendFunc(GL_ONE, GL_ZERO);
7257 for (x = -range;x <= range;x++)
7259 if (!dir){xoffset = 0;yoffset = x;}
7260 else {xoffset = x;yoffset = 0;}
7261 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7262 yoffset /= (float)r_bloomstate.bloomtextureheight;
7263 // compute a texcoord array with the specified x and y offset
7264 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7265 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7266 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7267 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7268 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7269 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7270 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7271 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7272 // this r value looks like a 'dot' particle, fading sharply to
7273 // black at the edges
7274 // (probably not realistic but looks good enough)
7275 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7276 //r = brighten/(range*2+1);
7277 r = brighten / (range * 2 + 1);
7279 r *= (1 - x*x/(float)(range*range));
7280 GL_Color(r, r, r, 1);
7281 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7282 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7283 GL_BlendFunc(GL_ONE, GL_ONE);
7286 // copy the vertically blurred bloom view to a texture
7287 GL_ActiveTexture(0);
7289 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7290 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7293 // apply subtract last
7294 // (just like it would be in a GLSL shader)
7295 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7297 GL_BlendFunc(GL_ONE, GL_ZERO);
7298 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7299 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7300 GL_Color(1, 1, 1, 1);
7301 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7302 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7304 GL_BlendFunc(GL_ONE, GL_ONE);
7305 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7306 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7307 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7308 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7309 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7310 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7311 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7313 // copy the darkened bloom view to a texture
7314 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);
7315 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7319 void R_HDR_RenderBloomTexture(void)
7321 int oldwidth, oldheight;
7322 float oldcolorscale;
7324 oldcolorscale = r_refdef.view.colorscale;
7325 oldwidth = r_refdef.view.width;
7326 oldheight = r_refdef.view.height;
7327 r_refdef.view.width = r_bloomstate.bloomwidth;
7328 r_refdef.view.height = r_bloomstate.bloomheight;
7330 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7331 // TODO: add exposure compensation features
7332 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7334 r_refdef.view.showdebug = false;
7335 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7337 R_ResetViewRendering3D();
7339 R_ClearScreen(r_refdef.fogenabled);
7340 if (r_timereport_active)
7341 R_TimeReport("HDRclear");
7344 if (r_timereport_active)
7345 R_TimeReport("visibility");
7347 // only do secondary renders with HDR if r_hdr is 2 or higher
7348 r_waterstate.numwaterplanes = 0;
7349 if (r_waterstate.enabled && r_hdr.integer >= 2)
7350 R_RenderWaterPlanes();
7352 r_refdef.view.showdebug = true;
7354 r_waterstate.numwaterplanes = 0;
7356 R_ResetViewRendering2D();
7358 R_Bloom_CopyHDRTexture();
7359 R_Bloom_MakeTexture();
7361 // restore the view settings
7362 r_refdef.view.width = oldwidth;
7363 r_refdef.view.height = oldheight;
7364 r_refdef.view.colorscale = oldcolorscale;
7365 r_frame++; // used only by R_GetCurrentTexture
7367 R_ResetViewRendering3D();
7369 R_ClearScreen(r_refdef.fogenabled);
7370 if (r_timereport_active)
7371 R_TimeReport("viewclear");
7374 static void R_BlendView(void)
7376 unsigned int permutation;
7377 float uservecs[4][4];
7379 switch (vid.renderpath)
7381 case RENDERPATH_GL20:
7382 case RENDERPATH_CGGL:
7384 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7385 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7386 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7387 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7388 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7390 if (r_bloomstate.texture_screen)
7392 // make sure the buffer is available
7393 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7395 R_ResetViewRendering2D();
7396 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7397 R_Mesh_ColorPointer(NULL, 0, 0);
7399 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7401 // declare variables
7403 static float avgspeed;
7405 speed = VectorLength(cl.movement_velocity);
7407 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7408 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7410 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7411 speed = bound(0, speed, 1);
7412 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7414 // calculate values into a standard alpha
7415 cl.motionbluralpha = 1 - exp(-
7417 (r_motionblur.value * speed / 80)
7419 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7422 max(0.0001, cl.time - cl.oldtime) // fps independent
7425 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7426 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7428 if (cl.motionbluralpha > 0)
7430 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7431 GL_Color(1, 1, 1, cl.motionbluralpha);
7432 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7433 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7434 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7435 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7439 // copy view into the screen texture
7440 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);
7441 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7443 else if (!r_bloomstate.texture_bloom)
7445 // we may still have to do view tint...
7446 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7448 // apply a color tint to the whole view
7449 R_ResetViewRendering2D();
7450 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7451 R_Mesh_ColorPointer(NULL, 0, 0);
7452 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7453 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7454 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7455 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7457 break; // no screen processing, no bloom, skip it
7460 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7462 // render simple bloom effect
7463 // copy the screen and shrink it and darken it for the bloom process
7464 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7465 // make the bloom texture
7466 R_Bloom_MakeTexture();
7469 #if _MSC_VER >= 1400
7470 #define sscanf sscanf_s
7472 memset(uservecs, 0, sizeof(uservecs));
7473 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7474 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7475 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7476 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7478 R_ResetViewRendering2D();
7479 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7480 R_Mesh_ColorPointer(NULL, 0, 0);
7481 GL_Color(1, 1, 1, 1);
7482 GL_BlendFunc(GL_ONE, GL_ZERO);
7483 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7484 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7486 switch(vid.renderpath)
7488 case RENDERPATH_GL20:
7489 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7490 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7491 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7492 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7493 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]);
7494 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7495 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7496 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]);
7497 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]);
7498 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]);
7499 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]);
7500 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7502 case RENDERPATH_CGGL:
7504 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7505 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7506 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7507 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7508 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
7509 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7510 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7511 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
7512 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
7513 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
7514 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
7515 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7521 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7522 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7524 case RENDERPATH_GL13:
7525 case RENDERPATH_GL11:
7526 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7528 // apply a color tint to the whole view
7529 R_ResetViewRendering2D();
7530 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7531 R_Mesh_ColorPointer(NULL, 0, 0);
7532 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7534 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7535 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7541 matrix4x4_t r_waterscrollmatrix;
7543 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7545 if (r_refdef.fog_density)
7547 r_refdef.fogcolor[0] = r_refdef.fog_red;
7548 r_refdef.fogcolor[1] = r_refdef.fog_green;
7549 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7551 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7552 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7553 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7554 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7558 VectorCopy(r_refdef.fogcolor, fogvec);
7559 // color.rgb *= ContrastBoost * SceneBrightness;
7560 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7561 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7562 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7563 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7568 void R_UpdateVariables(void)
7572 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7574 r_refdef.farclip = r_farclip_base.value;
7575 if (r_refdef.scene.worldmodel)
7576 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7577 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7579 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7580 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7581 r_refdef.polygonfactor = 0;
7582 r_refdef.polygonoffset = 0;
7583 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7584 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7586 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7587 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7588 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7589 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7590 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7591 if (r_showsurfaces.integer)
7593 r_refdef.scene.rtworld = false;
7594 r_refdef.scene.rtworldshadows = false;
7595 r_refdef.scene.rtdlight = false;
7596 r_refdef.scene.rtdlightshadows = false;
7597 r_refdef.lightmapintensity = 0;
7600 if (gamemode == GAME_NEHAHRA)
7602 if (gl_fogenable.integer)
7604 r_refdef.oldgl_fogenable = true;
7605 r_refdef.fog_density = gl_fogdensity.value;
7606 r_refdef.fog_red = gl_fogred.value;
7607 r_refdef.fog_green = gl_foggreen.value;
7608 r_refdef.fog_blue = gl_fogblue.value;
7609 r_refdef.fog_alpha = 1;
7610 r_refdef.fog_start = 0;
7611 r_refdef.fog_end = gl_skyclip.value;
7612 r_refdef.fog_height = 1<<30;
7613 r_refdef.fog_fadedepth = 128;
7615 else if (r_refdef.oldgl_fogenable)
7617 r_refdef.oldgl_fogenable = false;
7618 r_refdef.fog_density = 0;
7619 r_refdef.fog_red = 0;
7620 r_refdef.fog_green = 0;
7621 r_refdef.fog_blue = 0;
7622 r_refdef.fog_alpha = 0;
7623 r_refdef.fog_start = 0;
7624 r_refdef.fog_end = 0;
7625 r_refdef.fog_height = 1<<30;
7626 r_refdef.fog_fadedepth = 128;
7630 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7631 r_refdef.fog_start = max(0, r_refdef.fog_start);
7632 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7634 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7636 if (r_refdef.fog_density && r_drawfog.integer)
7638 r_refdef.fogenabled = true;
7639 // this is the point where the fog reaches 0.9986 alpha, which we
7640 // consider a good enough cutoff point for the texture
7641 // (0.9986 * 256 == 255.6)
7642 if (r_fog_exp2.integer)
7643 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7645 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7646 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7647 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7648 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7649 // fog color was already set
7650 // update the fog texture
7651 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)
7652 R_BuildFogTexture();
7655 r_refdef.fogenabled = false;
7657 switch(vid.renderpath)
7659 case RENDERPATH_GL20:
7660 case RENDERPATH_CGGL:
7661 if(v_glslgamma.integer && !vid_gammatables_trivial)
7663 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7665 // build GLSL gamma texture
7666 #define RAMPWIDTH 256
7667 unsigned short ramp[RAMPWIDTH * 3];
7668 unsigned char rampbgr[RAMPWIDTH][4];
7671 r_texture_gammaramps_serial = vid_gammatables_serial;
7673 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7674 for(i = 0; i < RAMPWIDTH; ++i)
7676 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7677 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7678 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7681 if (r_texture_gammaramps)
7683 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7687 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);
7693 // remove GLSL gamma texture
7696 case RENDERPATH_GL13:
7697 case RENDERPATH_GL11:
7702 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7703 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7709 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7710 if( scenetype != r_currentscenetype ) {
7711 // store the old scenetype
7712 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7713 r_currentscenetype = scenetype;
7714 // move in the new scene
7715 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7724 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7726 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7727 if( scenetype == r_currentscenetype ) {
7728 return &r_refdef.scene;
7730 return &r_scenes_store[ scenetype ];
7739 void R_RenderView(void)
7741 if (r_timereport_active)
7742 R_TimeReport("start");
7743 r_frame++; // used only by R_GetCurrentTexture
7744 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7746 if (!r_drawentities.integer)
7747 r_refdef.scene.numentities = 0;
7749 R_AnimCache_ClearCache();
7750 R_FrameData_NewFrame();
7752 if (r_refdef.view.isoverlay)
7754 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7755 GL_Clear( GL_DEPTH_BUFFER_BIT );
7756 R_TimeReport("depthclear");
7758 r_refdef.view.showdebug = false;
7760 r_waterstate.enabled = false;
7761 r_waterstate.numwaterplanes = 0;
7769 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7770 return; //Host_Error ("R_RenderView: NULL worldmodel");
7772 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7774 // break apart the view matrix into vectors for various purposes
7775 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7776 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7777 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7778 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7779 // make an inverted copy of the view matrix for tracking sprites
7780 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7782 R_Shadow_UpdateWorldLightSelection();
7784 R_Bloom_StartFrame();
7785 R_Water_StartFrame();
7788 if (r_timereport_active)
7789 R_TimeReport("viewsetup");
7791 R_ResetViewRendering3D();
7793 if (r_refdef.view.clear || r_refdef.fogenabled)
7795 R_ClearScreen(r_refdef.fogenabled);
7796 if (r_timereport_active)
7797 R_TimeReport("viewclear");
7799 r_refdef.view.clear = true;
7801 // this produces a bloom texture to be used in R_BlendView() later
7802 if (r_hdr.integer && r_bloomstate.bloomwidth)
7803 R_HDR_RenderBloomTexture();
7805 r_refdef.view.showdebug = true;
7808 if (r_timereport_active)
7809 R_TimeReport("visibility");
7811 r_waterstate.numwaterplanes = 0;
7812 if (r_waterstate.enabled)
7813 R_RenderWaterPlanes();
7816 r_waterstate.numwaterplanes = 0;
7819 if (r_timereport_active)
7820 R_TimeReport("blendview");
7822 GL_Scissor(0, 0, vid.width, vid.height);
7823 GL_ScissorTest(false);
7827 void R_RenderWaterPlanes(void)
7829 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7831 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7832 if (r_timereport_active)
7833 R_TimeReport("waterworld");
7836 // don't let sound skip if going slow
7837 if (r_refdef.scene.extraupdate)
7840 R_DrawModelsAddWaterPlanes();
7841 if (r_timereport_active)
7842 R_TimeReport("watermodels");
7844 if (r_waterstate.numwaterplanes)
7846 R_Water_ProcessPlanes();
7847 if (r_timereport_active)
7848 R_TimeReport("waterscenes");
7852 extern void R_DrawLightningBeams (void);
7853 extern void VM_CL_AddPolygonsToMeshQueue (void);
7854 extern void R_DrawPortals (void);
7855 extern cvar_t cl_locs_show;
7856 static void R_DrawLocs(void);
7857 static void R_DrawEntityBBoxes(void);
7858 static void R_DrawModelDecals(void);
7859 extern cvar_t cl_decals_newsystem;
7860 extern qboolean r_shadow_usingdeferredprepass;
7861 void R_RenderScene(void)
7863 r_refdef.stats.renders++;
7867 // don't let sound skip if going slow
7868 if (r_refdef.scene.extraupdate)
7871 R_MeshQueue_BeginScene();
7875 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);
7877 if (cl.csqc_vidvars.drawworld)
7879 // don't let sound skip if going slow
7880 if (r_refdef.scene.extraupdate)
7883 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7885 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7886 if (r_timereport_active)
7887 R_TimeReport("worldsky");
7890 if (R_DrawBrushModelsSky() && r_timereport_active)
7891 R_TimeReport("bmodelsky");
7893 if (skyrendermasked && skyrenderlater)
7895 // we have to force off the water clipping plane while rendering sky
7899 if (r_timereport_active)
7900 R_TimeReport("sky");
7904 R_AnimCache_CacheVisibleEntities();
7905 if (r_timereport_active)
7906 R_TimeReport("animation");
7908 R_Shadow_PrepareLights();
7909 if (r_timereport_active)
7910 R_TimeReport("preparelights");
7912 if (r_shadow_usingdeferredprepass)
7913 R_Shadow_DrawPrepass();
7915 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7917 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7918 if (r_timereport_active)
7919 R_TimeReport("worlddepth");
7921 if (r_depthfirst.integer >= 2)
7923 R_DrawModelsDepth();
7924 if (r_timereport_active)
7925 R_TimeReport("modeldepth");
7928 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7930 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7931 if (r_timereport_active)
7932 R_TimeReport("world");
7935 // don't let sound skip if going slow
7936 if (r_refdef.scene.extraupdate)
7940 if (r_timereport_active)
7941 R_TimeReport("models");
7943 // don't let sound skip if going slow
7944 if (r_refdef.scene.extraupdate)
7947 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7949 R_DrawModelShadows();
7950 R_ResetViewRendering3D();
7951 // don't let sound skip if going slow
7952 if (r_refdef.scene.extraupdate)
7956 if (!r_shadow_usingdeferredprepass)
7958 R_Shadow_DrawLights();
7959 if (r_timereport_active)
7960 R_TimeReport("rtlights");
7963 // don't let sound skip if going slow
7964 if (r_refdef.scene.extraupdate)
7967 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7969 R_DrawModelShadows();
7970 R_ResetViewRendering3D();
7971 // don't let sound skip if going slow
7972 if (r_refdef.scene.extraupdate)
7976 if (cl.csqc_vidvars.drawworld)
7978 if (cl_decals_newsystem.integer)
7980 R_DrawModelDecals();
7981 if (r_timereport_active)
7982 R_TimeReport("modeldecals");
7987 if (r_timereport_active)
7988 R_TimeReport("decals");
7992 if (r_timereport_active)
7993 R_TimeReport("particles");
7996 if (r_timereport_active)
7997 R_TimeReport("explosions");
7999 R_DrawLightningBeams();
8000 if (r_timereport_active)
8001 R_TimeReport("lightning");
8004 VM_CL_AddPolygonsToMeshQueue();
8006 if (r_refdef.view.showdebug)
8008 if (cl_locs_show.integer)
8011 if (r_timereport_active)
8012 R_TimeReport("showlocs");
8015 if (r_drawportals.integer)
8018 if (r_timereport_active)
8019 R_TimeReport("portals");
8022 if (r_showbboxes.value > 0)
8024 R_DrawEntityBBoxes();
8025 if (r_timereport_active)
8026 R_TimeReport("bboxes");
8030 R_MeshQueue_RenderTransparent();
8031 if (r_timereport_active)
8032 R_TimeReport("drawtrans");
8034 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))
8036 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8037 if (r_timereport_active)
8038 R_TimeReport("worlddebug");
8039 R_DrawModelsDebug();
8040 if (r_timereport_active)
8041 R_TimeReport("modeldebug");
8044 if (cl.csqc_vidvars.drawworld)
8046 R_Shadow_DrawCoronas();
8047 if (r_timereport_active)
8048 R_TimeReport("coronas");
8051 // don't let sound skip if going slow
8052 if (r_refdef.scene.extraupdate)
8055 R_ResetViewRendering2D();
8058 static const unsigned short bboxelements[36] =
8068 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8071 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8073 RSurf_ActiveWorldEntity();
8075 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8076 GL_DepthMask(false);
8077 GL_DepthRange(0, 1);
8078 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8079 R_Mesh_ResetTextureState();
8081 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8082 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8083 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8084 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8085 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8086 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8087 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8088 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8089 R_FillColors(color4f, 8, cr, cg, cb, ca);
8090 if (r_refdef.fogenabled)
8092 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8094 f1 = RSurf_FogVertex(v);
8096 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8097 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8098 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8101 R_Mesh_VertexPointer(vertex3f, 0, 0);
8102 R_Mesh_ColorPointer(color4f, 0, 0);
8103 R_Mesh_ResetTextureState();
8104 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8105 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8108 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8112 prvm_edict_t *edict;
8113 prvm_prog_t *prog_save = prog;
8115 // this function draws bounding boxes of server entities
8119 GL_CullFace(GL_NONE);
8120 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8124 for (i = 0;i < numsurfaces;i++)
8126 edict = PRVM_EDICT_NUM(surfacelist[i]);
8127 switch ((int)edict->fields.server->solid)
8129 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8130 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8131 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8132 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8133 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8134 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8136 color[3] *= r_showbboxes.value;
8137 color[3] = bound(0, color[3], 1);
8138 GL_DepthTest(!r_showdisabledepthtest.integer);
8139 GL_CullFace(r_refdef.view.cullface_front);
8140 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8146 static void R_DrawEntityBBoxes(void)
8149 prvm_edict_t *edict;
8151 prvm_prog_t *prog_save = prog;
8153 // this function draws bounding boxes of server entities
8159 for (i = 0;i < prog->num_edicts;i++)
8161 edict = PRVM_EDICT_NUM(i);
8162 if (edict->priv.server->free)
8164 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8165 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8167 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8169 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8170 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8176 static const int nomodelelement3i[24] =
8188 static const unsigned short nomodelelement3s[24] =
8200 static const float nomodelvertex3f[6*3] =
8210 static const float nomodelcolor4f[6*4] =
8212 0.0f, 0.0f, 0.5f, 1.0f,
8213 0.0f, 0.0f, 0.5f, 1.0f,
8214 0.0f, 0.5f, 0.0f, 1.0f,
8215 0.0f, 0.5f, 0.0f, 1.0f,
8216 0.5f, 0.0f, 0.0f, 1.0f,
8217 0.5f, 0.0f, 0.0f, 1.0f
8220 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8226 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);
8228 // this is only called once per entity so numsurfaces is always 1, and
8229 // surfacelist is always {0}, so this code does not handle batches
8231 if (rsurface.ent_flags & RENDER_ADDITIVE)
8233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8234 GL_DepthMask(false);
8236 else if (rsurface.colormod[3] < 1)
8238 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8239 GL_DepthMask(false);
8243 GL_BlendFunc(GL_ONE, GL_ZERO);
8246 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8247 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8248 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8249 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8250 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8251 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8252 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8253 R_Mesh_ColorPointer(color4f, 0, 0);
8254 for (i = 0, c = color4f;i < 6;i++, c += 4)
8256 c[0] *= rsurface.colormod[0];
8257 c[1] *= rsurface.colormod[1];
8258 c[2] *= rsurface.colormod[2];
8259 c[3] *= rsurface.colormod[3];
8261 if (r_refdef.fogenabled)
8263 for (i = 0, c = color4f;i < 6;i++, c += 4)
8265 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8267 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8268 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8269 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8272 R_Mesh_ResetTextureState();
8273 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8276 void R_DrawNoModel(entity_render_t *ent)
8279 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8280 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8281 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8283 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8286 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8288 vec3_t right1, right2, diff, normal;
8290 VectorSubtract (org2, org1, normal);
8292 // calculate 'right' vector for start
8293 VectorSubtract (r_refdef.view.origin, org1, diff);
8294 CrossProduct (normal, diff, right1);
8295 VectorNormalize (right1);
8297 // calculate 'right' vector for end
8298 VectorSubtract (r_refdef.view.origin, org2, diff);
8299 CrossProduct (normal, diff, right2);
8300 VectorNormalize (right2);
8302 vert[ 0] = org1[0] + width * right1[0];
8303 vert[ 1] = org1[1] + width * right1[1];
8304 vert[ 2] = org1[2] + width * right1[2];
8305 vert[ 3] = org1[0] - width * right1[0];
8306 vert[ 4] = org1[1] - width * right1[1];
8307 vert[ 5] = org1[2] - width * right1[2];
8308 vert[ 6] = org2[0] - width * right2[0];
8309 vert[ 7] = org2[1] - width * right2[1];
8310 vert[ 8] = org2[2] - width * right2[2];
8311 vert[ 9] = org2[0] + width * right2[0];
8312 vert[10] = org2[1] + width * right2[1];
8313 vert[11] = org2[2] + width * right2[2];
8316 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)
8318 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8319 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8320 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8321 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8322 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8323 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8324 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8325 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8326 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8327 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8328 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8329 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8332 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8337 VectorSet(v, x, y, z);
8338 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8339 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8341 if (i == mesh->numvertices)
8343 if (mesh->numvertices < mesh->maxvertices)
8345 VectorCopy(v, vertex3f);
8346 mesh->numvertices++;
8348 return mesh->numvertices;
8354 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8358 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8359 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8360 e = mesh->element3i + mesh->numtriangles * 3;
8361 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8363 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8364 if (mesh->numtriangles < mesh->maxtriangles)
8369 mesh->numtriangles++;
8371 element[1] = element[2];
8375 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8379 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8380 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8381 e = mesh->element3i + mesh->numtriangles * 3;
8382 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8384 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8385 if (mesh->numtriangles < mesh->maxtriangles)
8390 mesh->numtriangles++;
8392 element[1] = element[2];
8396 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8397 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8399 int planenum, planenum2;
8402 mplane_t *plane, *plane2;
8404 double temppoints[2][256*3];
8405 // figure out how large a bounding box we need to properly compute this brush
8407 for (w = 0;w < numplanes;w++)
8408 maxdist = max(maxdist, fabs(planes[w].dist));
8409 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8410 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8411 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8415 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8416 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8418 if (planenum2 == planenum)
8420 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);
8423 if (tempnumpoints < 3)
8425 // generate elements forming a triangle fan for this polygon
8426 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8430 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)
8432 texturelayer_t *layer;
8433 layer = t->currentlayers + t->currentnumlayers++;
8435 layer->depthmask = depthmask;
8436 layer->blendfunc1 = blendfunc1;
8437 layer->blendfunc2 = blendfunc2;
8438 layer->texture = texture;
8439 layer->texmatrix = *matrix;
8440 layer->color[0] = r;
8441 layer->color[1] = g;
8442 layer->color[2] = b;
8443 layer->color[3] = a;
8446 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8449 index = parms[2] + r_refdef.scene.time * parms[3];
8450 index -= floor(index);
8454 case Q3WAVEFUNC_NONE:
8455 case Q3WAVEFUNC_NOISE:
8456 case Q3WAVEFUNC_COUNT:
8459 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8460 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8461 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8462 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8463 case Q3WAVEFUNC_TRIANGLE:
8465 f = index - floor(index);
8476 return (float)(parms[0] + parms[1] * f);
8479 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8484 matrix4x4_t matrix, temp;
8485 switch(tcmod->tcmod)
8489 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8490 matrix = r_waterscrollmatrix;
8492 matrix = identitymatrix;
8494 case Q3TCMOD_ENTITYTRANSLATE:
8495 // this is used in Q3 to allow the gamecode to control texcoord
8496 // scrolling on the entity, which is not supported in darkplaces yet.
8497 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8499 case Q3TCMOD_ROTATE:
8500 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8501 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8502 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8505 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8507 case Q3TCMOD_SCROLL:
8508 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8510 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8511 w = (int) tcmod->parms[0];
8512 h = (int) tcmod->parms[1];
8513 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8515 idx = (int) floor(f * w * h);
8516 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8518 case Q3TCMOD_STRETCH:
8519 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8520 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8522 case Q3TCMOD_TRANSFORM:
8523 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8524 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8525 VectorSet(tcmat + 6, 0 , 0 , 1);
8526 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8527 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8529 case Q3TCMOD_TURBULENT:
8530 // this is handled in the RSurf_PrepareVertices function
8531 matrix = identitymatrix;
8535 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8538 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8540 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8541 char name[MAX_QPATH];
8542 skinframe_t *skinframe;
8543 unsigned char pixels[296*194];
8544 strlcpy(cache->name, skinname, sizeof(cache->name));
8545 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8546 if (developer_loading.integer)
8547 Con_Printf("loading %s\n", name);
8548 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8549 if (!skinframe || !skinframe->base)
8552 fs_offset_t filesize;
8554 f = FS_LoadFile(name, tempmempool, true, &filesize);
8557 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8558 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8562 cache->skinframe = skinframe;
8565 texture_t *R_GetCurrentTexture(texture_t *t)
8568 const entity_render_t *ent = rsurface.entity;
8569 dp_model_t *model = ent->model;
8570 q3shaderinfo_layer_tcmod_t *tcmod;
8572 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
8573 return t->currentframe;
8574 t->update_lastrenderframe = r_frame;
8575 t->update_lastrenderentity = (void *)ent;
8577 // switch to an alternate material if this is a q1bsp animated material
8579 texture_t *texture = t;
8580 int s = rsurface.ent_skinnum;
8581 if ((unsigned int)s >= (unsigned int)model->numskins)
8583 if (model->skinscenes)
8585 if (model->skinscenes[s].framecount > 1)
8586 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8588 s = model->skinscenes[s].firstframe;
8591 t = t + s * model->num_surfaces;
8594 // use an alternate animation if the entity's frame is not 0,
8595 // and only if the texture has an alternate animation
8596 if (rsurface.ent_alttextures && t->anim_total[1])
8597 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8599 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8601 texture->currentframe = t;
8604 // update currentskinframe to be a qw skin or animation frame
8605 if (rsurface.ent_qwskin >= 0)
8607 i = rsurface.ent_qwskin;
8608 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8610 r_qwskincache_size = cl.maxclients;
8612 Mem_Free(r_qwskincache);
8613 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8615 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8616 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8617 t->currentskinframe = r_qwskincache[i].skinframe;
8618 if (t->currentskinframe == NULL)
8619 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8621 else if (t->numskinframes >= 2)
8622 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8623 if (t->backgroundnumskinframes >= 2)
8624 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8626 t->currentmaterialflags = t->basematerialflags;
8627 t->currentalpha = rsurface.colormod[3];
8628 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8629 t->currentalpha *= r_wateralpha.value;
8630 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8631 t->currentalpha *= t->r_water_wateralpha;
8632 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8633 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8634 if (!(rsurface.ent_flags & RENDER_LIGHT))
8635 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8636 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8638 // pick a model lighting mode
8639 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8640 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8642 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8644 if (rsurface.ent_flags & RENDER_ADDITIVE)
8645 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8646 else if (t->currentalpha < 1)
8647 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8648 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8649 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8650 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8651 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8652 if (t->backgroundnumskinframes)
8653 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8654 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8656 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8657 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8660 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8661 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8662 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8664 // there is no tcmod
8665 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8667 t->currenttexmatrix = r_waterscrollmatrix;
8668 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8670 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8672 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8673 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8676 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8677 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8678 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8679 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8681 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8682 if (t->currentskinframe->qpixels)
8683 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8684 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8685 if (!t->basetexture)
8686 t->basetexture = r_texture_notexture;
8687 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8688 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8689 t->nmaptexture = t->currentskinframe->nmap;
8690 if (!t->nmaptexture)
8691 t->nmaptexture = r_texture_blanknormalmap;
8692 t->glosstexture = r_texture_black;
8693 t->glowtexture = t->currentskinframe->glow;
8694 t->fogtexture = t->currentskinframe->fog;
8695 if (t->backgroundnumskinframes)
8697 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8698 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8699 t->backgroundglosstexture = r_texture_black;
8700 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8701 if (!t->backgroundnmaptexture)
8702 t->backgroundnmaptexture = r_texture_blanknormalmap;
8706 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8707 t->backgroundnmaptexture = r_texture_blanknormalmap;
8708 t->backgroundglosstexture = r_texture_black;
8709 t->backgroundglowtexture = NULL;
8711 t->specularpower = r_shadow_glossexponent.value;
8712 // TODO: store reference values for these in the texture?
8713 t->specularscale = 0;
8714 if (r_shadow_gloss.integer > 0)
8716 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8718 if (r_shadow_glossintensity.value > 0)
8720 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8721 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8722 t->specularscale = r_shadow_glossintensity.value;
8725 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8727 t->glosstexture = r_texture_white;
8728 t->backgroundglosstexture = r_texture_white;
8729 t->specularscale = r_shadow_gloss2intensity.value;
8730 t->specularpower = r_shadow_gloss2exponent.value;
8733 t->specularscale *= t->specularscalemod;
8734 t->specularpower *= t->specularpowermod;
8736 // lightmaps mode looks bad with dlights using actual texturing, so turn
8737 // off the colormap and glossmap, but leave the normalmap on as it still
8738 // accurately represents the shading involved
8739 if (gl_lightmaps.integer)
8741 t->basetexture = r_texture_grey128;
8742 t->pantstexture = r_texture_black;
8743 t->shirttexture = r_texture_black;
8744 t->nmaptexture = r_texture_blanknormalmap;
8745 t->glosstexture = r_texture_black;
8746 t->glowtexture = NULL;
8747 t->fogtexture = NULL;
8748 t->backgroundbasetexture = NULL;
8749 t->backgroundnmaptexture = r_texture_blanknormalmap;
8750 t->backgroundglosstexture = r_texture_black;
8751 t->backgroundglowtexture = NULL;
8752 t->specularscale = 0;
8753 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8756 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8757 VectorClear(t->dlightcolor);
8758 t->currentnumlayers = 0;
8759 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8761 int blendfunc1, blendfunc2;
8763 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8765 blendfunc1 = GL_SRC_ALPHA;
8766 blendfunc2 = GL_ONE;
8768 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8770 blendfunc1 = GL_SRC_ALPHA;
8771 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8773 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8775 blendfunc1 = t->customblendfunc[0];
8776 blendfunc2 = t->customblendfunc[1];
8780 blendfunc1 = GL_ONE;
8781 blendfunc2 = GL_ZERO;
8783 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8784 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8786 // fullbright is not affected by r_refdef.lightmapintensity
8787 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]);
8788 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8789 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]);
8790 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8791 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]);
8795 vec3_t ambientcolor;
8797 // set the color tint used for lights affecting this surface
8798 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8800 // q3bsp has no lightmap updates, so the lightstylevalue that
8801 // would normally be baked into the lightmap must be
8802 // applied to the color
8803 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8804 if (model->type == mod_brushq3)
8805 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8806 colorscale *= r_refdef.lightmapintensity;
8807 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8808 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8809 // basic lit geometry
8810 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]);
8811 // add pants/shirt if needed
8812 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8813 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]);
8814 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8815 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]);
8816 // now add ambient passes if needed
8817 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8819 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]);
8820 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8821 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]);
8822 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8823 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]);
8826 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8827 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]);
8828 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8830 // if this is opaque use alpha blend which will darken the earlier
8833 // if this is an alpha blended material, all the earlier passes
8834 // were darkened by fog already, so we only need to add the fog
8835 // color ontop through the fog mask texture
8837 // if this is an additive blended material, all the earlier passes
8838 // were darkened by fog already, and we should not add fog color
8839 // (because the background was not darkened, there is no fog color
8840 // that was lost behind it).
8841 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]);
8845 return t->currentframe;
8848 rsurfacestate_t rsurface;
8850 void R_Mesh_ResizeArrays(int newvertices)
8853 if (rsurface.array_size >= newvertices)
8855 if (rsurface.array_modelvertex3f)
8856 Mem_Free(rsurface.array_modelvertex3f);
8857 rsurface.array_size = (newvertices + 1023) & ~1023;
8858 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8859 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8860 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8861 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8862 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8863 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8864 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8865 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8866 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8867 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8868 rsurface.array_color4f = base + rsurface.array_size * 27;
8869 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8872 void RSurf_ActiveWorldEntity(void)
8874 dp_model_t *model = r_refdef.scene.worldmodel;
8875 //if (rsurface.entity == r_refdef.scene.worldentity)
8877 rsurface.entity = r_refdef.scene.worldentity;
8878 rsurface.skeleton = NULL;
8879 rsurface.ent_skinnum = 0;
8880 rsurface.ent_qwskin = -1;
8881 rsurface.ent_shadertime = 0;
8882 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8883 if (rsurface.array_size < model->surfmesh.num_vertices)
8884 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8885 rsurface.matrix = identitymatrix;
8886 rsurface.inversematrix = identitymatrix;
8887 rsurface.matrixscale = 1;
8888 rsurface.inversematrixscale = 1;
8889 R_EntityMatrix(&identitymatrix);
8890 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8891 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8892 rsurface.fograngerecip = r_refdef.fograngerecip;
8893 rsurface.fogheightfade = r_refdef.fogheightfade;
8894 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8895 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8896 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8897 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8898 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8899 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8900 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8901 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8902 rsurface.colormod[3] = 1;
8903 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);
8904 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8905 rsurface.frameblend[0].lerp = 1;
8906 rsurface.ent_alttextures = false;
8907 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8908 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8909 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8910 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8911 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8912 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8913 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8914 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8915 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8916 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8917 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8918 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8919 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8920 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8921 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8922 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8923 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8924 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8925 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8926 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8927 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8928 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8929 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8930 rsurface.modelelement3i = model->surfmesh.data_element3i;
8931 rsurface.modelelement3s = model->surfmesh.data_element3s;
8932 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8933 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8934 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8935 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8936 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8937 rsurface.modelsurfaces = model->data_surfaces;
8938 rsurface.generatedvertex = false;
8939 rsurface.vertex3f = rsurface.modelvertex3f;
8940 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8941 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8942 rsurface.svector3f = rsurface.modelsvector3f;
8943 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8944 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8945 rsurface.tvector3f = rsurface.modeltvector3f;
8946 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8947 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8948 rsurface.normal3f = rsurface.modelnormal3f;
8949 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8950 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8951 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8954 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8956 dp_model_t *model = ent->model;
8957 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8959 rsurface.entity = (entity_render_t *)ent;
8960 rsurface.skeleton = ent->skeleton;
8961 rsurface.ent_skinnum = ent->skinnum;
8962 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;
8963 rsurface.ent_shadertime = ent->shadertime;
8964 rsurface.ent_flags = ent->flags;
8965 if (rsurface.array_size < model->surfmesh.num_vertices)
8966 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8967 rsurface.matrix = ent->matrix;
8968 rsurface.inversematrix = ent->inversematrix;
8969 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8970 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8971 R_EntityMatrix(&rsurface.matrix);
8972 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8973 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8974 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8975 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8976 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8977 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8978 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8979 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8980 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8981 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8982 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8983 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8984 rsurface.colormod[3] = ent->alpha;
8985 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8986 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8987 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8988 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8989 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8990 if (ent->model->brush.submodel && !prepass)
8992 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8993 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8995 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
8997 if (ent->animcache_vertex3f && !r_framedata_failed)
8999 rsurface.modelvertex3f = ent->animcache_vertex3f;
9000 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9001 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9002 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9004 else if (wanttangents)
9006 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9007 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9008 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9009 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9010 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9012 else if (wantnormals)
9014 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9015 rsurface.modelsvector3f = NULL;
9016 rsurface.modeltvector3f = NULL;
9017 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9018 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9022 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9023 rsurface.modelsvector3f = NULL;
9024 rsurface.modeltvector3f = NULL;
9025 rsurface.modelnormal3f = NULL;
9026 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9028 rsurface.modelvertex3f_bufferobject = 0;
9029 rsurface.modelvertex3f_bufferoffset = 0;
9030 rsurface.modelsvector3f_bufferobject = 0;
9031 rsurface.modelsvector3f_bufferoffset = 0;
9032 rsurface.modeltvector3f_bufferobject = 0;
9033 rsurface.modeltvector3f_bufferoffset = 0;
9034 rsurface.modelnormal3f_bufferobject = 0;
9035 rsurface.modelnormal3f_bufferoffset = 0;
9036 rsurface.generatedvertex = true;
9040 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9041 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9042 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9043 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9044 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9045 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9046 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9047 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9048 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9049 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9050 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9051 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9052 rsurface.generatedvertex = false;
9054 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9055 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9056 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9057 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9058 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9059 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9060 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9061 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9062 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9063 rsurface.modelelement3i = model->surfmesh.data_element3i;
9064 rsurface.modelelement3s = model->surfmesh.data_element3s;
9065 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9066 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9067 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9068 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9069 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9070 rsurface.modelsurfaces = model->data_surfaces;
9071 rsurface.vertex3f = rsurface.modelvertex3f;
9072 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9073 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9074 rsurface.svector3f = rsurface.modelsvector3f;
9075 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9076 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9077 rsurface.tvector3f = rsurface.modeltvector3f;
9078 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9079 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9080 rsurface.normal3f = rsurface.modelnormal3f;
9081 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9082 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9083 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9086 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)
9088 rsurface.entity = r_refdef.scene.worldentity;
9089 rsurface.skeleton = NULL;
9090 rsurface.ent_skinnum = 0;
9091 rsurface.ent_qwskin = -1;
9092 rsurface.ent_shadertime = shadertime;
9093 rsurface.ent_flags = entflags;
9094 rsurface.modelnum_vertices = numvertices;
9095 rsurface.modelnum_triangles = numtriangles;
9096 if (rsurface.array_size < rsurface.modelnum_vertices)
9097 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9098 rsurface.matrix = *matrix;
9099 rsurface.inversematrix = *inversematrix;
9100 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9101 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9102 R_EntityMatrix(&rsurface.matrix);
9103 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9104 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9105 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9106 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9107 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9108 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9109 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9110 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9111 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9112 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9113 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9114 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9115 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);
9116 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9117 rsurface.frameblend[0].lerp = 1;
9118 rsurface.ent_alttextures = false;
9119 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9120 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9123 rsurface.modelvertex3f = vertex3f;
9124 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9125 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9126 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9128 else if (wantnormals)
9130 rsurface.modelvertex3f = vertex3f;
9131 rsurface.modelsvector3f = NULL;
9132 rsurface.modeltvector3f = NULL;
9133 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9137 rsurface.modelvertex3f = vertex3f;
9138 rsurface.modelsvector3f = NULL;
9139 rsurface.modeltvector3f = NULL;
9140 rsurface.modelnormal3f = NULL;
9142 rsurface.modelvertex3f_bufferobject = 0;
9143 rsurface.modelvertex3f_bufferoffset = 0;
9144 rsurface.modelsvector3f_bufferobject = 0;
9145 rsurface.modelsvector3f_bufferoffset = 0;
9146 rsurface.modeltvector3f_bufferobject = 0;
9147 rsurface.modeltvector3f_bufferoffset = 0;
9148 rsurface.modelnormal3f_bufferobject = 0;
9149 rsurface.modelnormal3f_bufferoffset = 0;
9150 rsurface.generatedvertex = true;
9151 rsurface.modellightmapcolor4f = color4f;
9152 rsurface.modellightmapcolor4f_bufferobject = 0;
9153 rsurface.modellightmapcolor4f_bufferoffset = 0;
9154 rsurface.modeltexcoordtexture2f = texcoord2f;
9155 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9156 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9157 rsurface.modeltexcoordlightmap2f = NULL;
9158 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9159 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9160 rsurface.modelelement3i = element3i;
9161 rsurface.modelelement3s = element3s;
9162 rsurface.modelelement3i_bufferobject = 0;
9163 rsurface.modelelement3s_bufferobject = 0;
9164 rsurface.modellightmapoffsets = NULL;
9165 rsurface.modelsurfaces = NULL;
9166 rsurface.vertex3f = rsurface.modelvertex3f;
9167 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9168 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9169 rsurface.svector3f = rsurface.modelsvector3f;
9170 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9171 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9172 rsurface.tvector3f = rsurface.modeltvector3f;
9173 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9174 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9175 rsurface.normal3f = rsurface.modelnormal3f;
9176 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9177 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9178 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9180 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9182 if ((wantnormals || wanttangents) && !normal3f)
9183 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9184 if (wanttangents && !svector3f)
9185 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);
9189 float RSurf_FogPoint(const float *v)
9191 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9192 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9193 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9194 float FogHeightFade = r_refdef.fogheightfade;
9196 unsigned int fogmasktableindex;
9197 if (r_refdef.fogplaneviewabove)
9198 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9200 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9201 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9202 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9205 float RSurf_FogVertex(const float *v)
9207 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9208 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9209 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9210 float FogHeightFade = rsurface.fogheightfade;
9212 unsigned int fogmasktableindex;
9213 if (r_refdef.fogplaneviewabove)
9214 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9216 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9217 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9218 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9221 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9222 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9225 int texturesurfaceindex;
9230 const float *v1, *in_tc;
9232 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9234 q3shaderinfo_deform_t *deform;
9235 // 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
9236 if (rsurface.generatedvertex)
9238 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9239 generatenormals = true;
9240 for (i = 0;i < Q3MAXDEFORMS;i++)
9242 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9244 generatetangents = true;
9245 generatenormals = true;
9247 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9248 generatenormals = true;
9250 if (generatenormals && !rsurface.modelnormal3f)
9252 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9253 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9254 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9255 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9257 if (generatetangents && !rsurface.modelsvector3f)
9259 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9260 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9261 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9262 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9263 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9264 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9265 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);
9268 rsurface.vertex3f = rsurface.modelvertex3f;
9269 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9270 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9271 rsurface.svector3f = rsurface.modelsvector3f;
9272 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9273 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9274 rsurface.tvector3f = rsurface.modeltvector3f;
9275 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9276 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9277 rsurface.normal3f = rsurface.modelnormal3f;
9278 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9279 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9280 // if vertices are deformed (sprite flares and things in maps, possibly
9281 // water waves, bulges and other deformations), generate them into
9282 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9283 // (may be static model data or generated data for an animated model, or
9284 // the previous deform pass)
9285 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9287 switch (deform->deform)
9290 case Q3DEFORM_PROJECTIONSHADOW:
9291 case Q3DEFORM_TEXT0:
9292 case Q3DEFORM_TEXT1:
9293 case Q3DEFORM_TEXT2:
9294 case Q3DEFORM_TEXT3:
9295 case Q3DEFORM_TEXT4:
9296 case Q3DEFORM_TEXT5:
9297 case Q3DEFORM_TEXT6:
9298 case Q3DEFORM_TEXT7:
9301 case Q3DEFORM_AUTOSPRITE:
9302 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9303 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9304 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9305 VectorNormalize(newforward);
9306 VectorNormalize(newright);
9307 VectorNormalize(newup);
9308 // make deformed versions of only the model vertices used by the specified surfaces
9309 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9311 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9312 // a single autosprite surface can contain multiple sprites...
9313 for (j = 0;j < surface->num_vertices - 3;j += 4)
9315 VectorClear(center);
9316 for (i = 0;i < 4;i++)
9317 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9318 VectorScale(center, 0.25f, center);
9319 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9320 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9321 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9322 for (i = 0;i < 4;i++)
9324 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9325 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9328 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);
9329 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);
9331 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9332 rsurface.vertex3f_bufferobject = 0;
9333 rsurface.vertex3f_bufferoffset = 0;
9334 rsurface.svector3f = rsurface.array_deformedsvector3f;
9335 rsurface.svector3f_bufferobject = 0;
9336 rsurface.svector3f_bufferoffset = 0;
9337 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9338 rsurface.tvector3f_bufferobject = 0;
9339 rsurface.tvector3f_bufferoffset = 0;
9340 rsurface.normal3f = rsurface.array_deformednormal3f;
9341 rsurface.normal3f_bufferobject = 0;
9342 rsurface.normal3f_bufferoffset = 0;
9344 case Q3DEFORM_AUTOSPRITE2:
9345 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9346 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9347 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9348 VectorNormalize(newforward);
9349 VectorNormalize(newright);
9350 VectorNormalize(newup);
9351 // make deformed versions of only the model vertices used by the specified surfaces
9352 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9354 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9355 const float *v1, *v2;
9365 memset(shortest, 0, sizeof(shortest));
9366 // a single autosprite surface can contain multiple sprites...
9367 for (j = 0;j < surface->num_vertices - 3;j += 4)
9369 VectorClear(center);
9370 for (i = 0;i < 4;i++)
9371 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9372 VectorScale(center, 0.25f, center);
9373 // find the two shortest edges, then use them to define the
9374 // axis vectors for rotating around the central axis
9375 for (i = 0;i < 6;i++)
9377 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9378 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9380 Debug_PolygonBegin(NULL, 0);
9381 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9382 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);
9383 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9386 l = VectorDistance2(v1, v2);
9387 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9389 l += (1.0f / 1024.0f);
9390 if (shortest[0].length2 > l || i == 0)
9392 shortest[1] = shortest[0];
9393 shortest[0].length2 = l;
9394 shortest[0].v1 = v1;
9395 shortest[0].v2 = v2;
9397 else if (shortest[1].length2 > l || i == 1)
9399 shortest[1].length2 = l;
9400 shortest[1].v1 = v1;
9401 shortest[1].v2 = v2;
9404 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9405 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9407 Debug_PolygonBegin(NULL, 0);
9408 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9409 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);
9410 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9413 // this calculates the right vector from the shortest edge
9414 // and the up vector from the edge midpoints
9415 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9416 VectorNormalize(right);
9417 VectorSubtract(end, start, up);
9418 VectorNormalize(up);
9419 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9420 VectorSubtract(rsurface.localvieworigin, center, forward);
9421 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9422 VectorNegate(forward, forward);
9423 VectorReflect(forward, 0, up, forward);
9424 VectorNormalize(forward);
9425 CrossProduct(up, forward, newright);
9426 VectorNormalize(newright);
9428 Debug_PolygonBegin(NULL, 0);
9429 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);
9430 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9431 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9435 Debug_PolygonBegin(NULL, 0);
9436 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9437 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9438 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9441 // rotate the quad around the up axis vector, this is made
9442 // especially easy by the fact we know the quad is flat,
9443 // so we only have to subtract the center position and
9444 // measure distance along the right vector, and then
9445 // multiply that by the newright vector and add back the
9447 // we also need to subtract the old position to undo the
9448 // displacement from the center, which we do with a
9449 // DotProduct, the subtraction/addition of center is also
9450 // optimized into DotProducts here
9451 l = DotProduct(right, center);
9452 for (i = 0;i < 4;i++)
9454 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9455 f = DotProduct(right, v1) - l;
9456 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9459 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);
9460 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);
9462 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9463 rsurface.vertex3f_bufferobject = 0;
9464 rsurface.vertex3f_bufferoffset = 0;
9465 rsurface.svector3f = rsurface.array_deformedsvector3f;
9466 rsurface.svector3f_bufferobject = 0;
9467 rsurface.svector3f_bufferoffset = 0;
9468 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9469 rsurface.tvector3f_bufferobject = 0;
9470 rsurface.tvector3f_bufferoffset = 0;
9471 rsurface.normal3f = rsurface.array_deformednormal3f;
9472 rsurface.normal3f_bufferobject = 0;
9473 rsurface.normal3f_bufferoffset = 0;
9475 case Q3DEFORM_NORMAL:
9476 // deform the normals to make reflections wavey
9477 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9479 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9480 for (j = 0;j < surface->num_vertices;j++)
9483 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9484 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9485 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9486 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9487 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9488 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9489 VectorNormalize(normal);
9491 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);
9493 rsurface.svector3f = rsurface.array_deformedsvector3f;
9494 rsurface.svector3f_bufferobject = 0;
9495 rsurface.svector3f_bufferoffset = 0;
9496 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9497 rsurface.tvector3f_bufferobject = 0;
9498 rsurface.tvector3f_bufferoffset = 0;
9499 rsurface.normal3f = rsurface.array_deformednormal3f;
9500 rsurface.normal3f_bufferobject = 0;
9501 rsurface.normal3f_bufferoffset = 0;
9504 // deform vertex array to make wavey water and flags and such
9505 waveparms[0] = deform->waveparms[0];
9506 waveparms[1] = deform->waveparms[1];
9507 waveparms[2] = deform->waveparms[2];
9508 waveparms[3] = deform->waveparms[3];
9509 // this is how a divisor of vertex influence on deformation
9510 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9511 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9512 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9514 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9515 for (j = 0;j < surface->num_vertices;j++)
9517 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9518 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9519 // if the wavefunc depends on time, evaluate it per-vertex
9522 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9523 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9525 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9528 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9529 rsurface.vertex3f_bufferobject = 0;
9530 rsurface.vertex3f_bufferoffset = 0;
9532 case Q3DEFORM_BULGE:
9533 // deform vertex array to make the surface have moving bulges
9534 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9536 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9537 for (j = 0;j < surface->num_vertices;j++)
9539 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9540 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9543 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9544 rsurface.vertex3f_bufferobject = 0;
9545 rsurface.vertex3f_bufferoffset = 0;
9548 // deform vertex array
9549 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9550 VectorScale(deform->parms, scale, waveparms);
9551 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9553 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9554 for (j = 0;j < surface->num_vertices;j++)
9555 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9557 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9558 rsurface.vertex3f_bufferobject = 0;
9559 rsurface.vertex3f_bufferoffset = 0;
9563 // generate texcoords based on the chosen texcoord source
9564 switch(rsurface.texture->tcgen.tcgen)
9567 case Q3TCGEN_TEXTURE:
9568 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9569 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9570 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9572 case Q3TCGEN_LIGHTMAP:
9573 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9574 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9575 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9577 case Q3TCGEN_VECTOR:
9578 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9580 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9581 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)
9583 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9584 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9587 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9588 rsurface.texcoordtexture2f_bufferobject = 0;
9589 rsurface.texcoordtexture2f_bufferoffset = 0;
9591 case Q3TCGEN_ENVIRONMENT:
9592 // make environment reflections using a spheremap
9593 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9595 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9596 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9597 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9598 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9599 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9601 // identical to Q3A's method, but executed in worldspace so
9602 // carried models can be shiny too
9604 float viewer[3], d, reflected[3], worldreflected[3];
9606 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9607 // VectorNormalize(viewer);
9609 d = DotProduct(normal, viewer);
9611 reflected[0] = normal[0]*2*d - viewer[0];
9612 reflected[1] = normal[1]*2*d - viewer[1];
9613 reflected[2] = normal[2]*2*d - viewer[2];
9614 // note: this is proportinal to viewer, so we can normalize later
9616 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9617 VectorNormalize(worldreflected);
9619 // note: this sphere map only uses world x and z!
9620 // so positive and negative y will LOOK THE SAME.
9621 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9622 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9625 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9626 rsurface.texcoordtexture2f_bufferobject = 0;
9627 rsurface.texcoordtexture2f_bufferoffset = 0;
9630 // the only tcmod that needs software vertex processing is turbulent, so
9631 // check for it here and apply the changes if needed
9632 // and we only support that as the first one
9633 // (handling a mixture of turbulent and other tcmods would be problematic
9634 // without punting it entirely to a software path)
9635 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9637 amplitude = rsurface.texture->tcmods[0].parms[1];
9638 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9639 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9641 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9642 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)
9644 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9645 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9648 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9649 rsurface.texcoordtexture2f_bufferobject = 0;
9650 rsurface.texcoordtexture2f_bufferoffset = 0;
9652 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9653 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9654 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9655 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9658 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9661 const msurface_t *surface = texturesurfacelist[0];
9662 const msurface_t *surface2;
9667 // TODO: lock all array ranges before render, rather than on each surface
9668 if (texturenumsurfaces == 1)
9670 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9671 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);
9673 else if (r_batchmode.integer == 2)
9675 #define MAXBATCHTRIANGLES 4096
9676 int batchtriangles = 0;
9677 static int batchelements[MAXBATCHTRIANGLES*3];
9678 for (i = 0;i < texturenumsurfaces;i = j)
9680 surface = texturesurfacelist[i];
9682 if (surface->num_triangles > MAXBATCHTRIANGLES)
9684 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);
9687 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9688 batchtriangles = surface->num_triangles;
9689 firstvertex = surface->num_firstvertex;
9690 endvertex = surface->num_firstvertex + surface->num_vertices;
9691 for (;j < texturenumsurfaces;j++)
9693 surface2 = texturesurfacelist[j];
9694 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9696 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9697 batchtriangles += surface2->num_triangles;
9698 firstvertex = min(firstvertex, surface2->num_firstvertex);
9699 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9701 surface2 = texturesurfacelist[j-1];
9702 numvertices = endvertex - firstvertex;
9703 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9706 else if (r_batchmode.integer == 1)
9708 for (i = 0;i < texturenumsurfaces;i = j)
9710 surface = texturesurfacelist[i];
9711 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9712 if (texturesurfacelist[j] != surface2)
9714 surface2 = texturesurfacelist[j-1];
9715 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9716 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9717 GL_LockArrays(surface->num_firstvertex, numvertices);
9718 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9723 for (i = 0;i < texturenumsurfaces;i++)
9725 surface = texturesurfacelist[i];
9726 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9727 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);
9732 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9734 switch(vid.renderpath)
9736 case RENDERPATH_CGGL:
9738 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9739 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9742 case RENDERPATH_GL20:
9743 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9744 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9746 case RENDERPATH_GL13:
9747 case RENDERPATH_GL11:
9748 R_Mesh_TexBind(0, surface->lightmaptexture);
9753 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9755 // pick the closest matching water plane and bind textures
9756 int planeindex, vertexindex;
9760 r_waterstate_waterplane_t *p, *bestp;
9763 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9766 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9768 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9769 d += fabs(PlaneDiff(vert, &p->plane));
9771 if (bestd > d || !bestp)
9777 switch(vid.renderpath)
9779 case RENDERPATH_CGGL:
9781 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9782 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9785 case RENDERPATH_GL20:
9786 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9787 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9789 case RENDERPATH_GL13:
9790 case RENDERPATH_GL11:
9795 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9798 const msurface_t *surface;
9799 if (r_waterstate.renderingscene)
9801 for (i = 0;i < texturenumsurfaces;i++)
9803 surface = texturesurfacelist[i];
9804 RSurf_BindLightmapForSurface(surface);
9805 RSurf_BindReflectionForSurface(surface);
9806 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9807 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);
9811 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9815 const msurface_t *surface = texturesurfacelist[0];
9816 const msurface_t *surface2;
9821 if (texturenumsurfaces == 1)
9823 RSurf_BindLightmapForSurface(surface);
9824 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9825 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);
9827 else if (r_batchmode.integer == 2)
9829 #define MAXBATCHTRIANGLES 4096
9830 int batchtriangles = 0;
9831 static int batchelements[MAXBATCHTRIANGLES*3];
9832 for (i = 0;i < texturenumsurfaces;i = j)
9834 surface = texturesurfacelist[i];
9835 RSurf_BindLightmapForSurface(surface);
9837 if (surface->num_triangles > MAXBATCHTRIANGLES)
9839 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);
9842 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9843 batchtriangles = surface->num_triangles;
9844 firstvertex = surface->num_firstvertex;
9845 endvertex = surface->num_firstvertex + surface->num_vertices;
9846 for (;j < texturenumsurfaces;j++)
9848 surface2 = texturesurfacelist[j];
9849 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9851 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9852 batchtriangles += surface2->num_triangles;
9853 firstvertex = min(firstvertex, surface2->num_firstvertex);
9854 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9856 surface2 = texturesurfacelist[j-1];
9857 numvertices = endvertex - firstvertex;
9858 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9861 else if (r_batchmode.integer == 1)
9864 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9865 for (i = 0;i < texturenumsurfaces;i = j)
9867 surface = texturesurfacelist[i];
9868 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9869 if (texturesurfacelist[j] != surface2)
9871 Con_Printf(" %i", j - i);
9874 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9876 for (i = 0;i < texturenumsurfaces;i = j)
9878 surface = texturesurfacelist[i];
9879 RSurf_BindLightmapForSurface(surface);
9880 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9881 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9884 Con_Printf(" %i", j - i);
9886 surface2 = texturesurfacelist[j-1];
9887 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9888 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9889 GL_LockArrays(surface->num_firstvertex, numvertices);
9890 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9898 for (i = 0;i < texturenumsurfaces;i++)
9900 surface = texturesurfacelist[i];
9901 RSurf_BindLightmapForSurface(surface);
9902 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9903 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);
9908 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9911 int texturesurfaceindex;
9912 if (r_showsurfaces.integer == 2)
9914 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9916 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9917 for (j = 0;j < surface->num_triangles;j++)
9919 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9920 GL_Color(f, f, f, 1);
9921 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9927 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9929 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9930 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9931 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);
9932 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9933 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);
9938 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9940 int texturesurfaceindex;
9944 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9946 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9947 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)
9955 rsurface.lightmapcolor4f = rsurface.array_color4f;
9956 rsurface.lightmapcolor4f_bufferobject = 0;
9957 rsurface.lightmapcolor4f_bufferoffset = 0;
9960 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9962 int texturesurfaceindex;
9968 if (rsurface.lightmapcolor4f)
9970 // generate color arrays for the surfaces in this list
9971 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9973 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9974 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)
9976 f = RSurf_FogVertex(v);
9986 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9988 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9989 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)
9991 f = RSurf_FogVertex(v);
9999 rsurface.lightmapcolor4f = rsurface.array_color4f;
10000 rsurface.lightmapcolor4f_bufferobject = 0;
10001 rsurface.lightmapcolor4f_bufferoffset = 0;
10004 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10006 int texturesurfaceindex;
10012 if (!rsurface.lightmapcolor4f)
10014 // generate color arrays for the surfaces in this list
10015 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10017 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10018 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)
10020 f = RSurf_FogVertex(v);
10021 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10022 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10023 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10027 rsurface.lightmapcolor4f = rsurface.array_color4f;
10028 rsurface.lightmapcolor4f_bufferobject = 0;
10029 rsurface.lightmapcolor4f_bufferoffset = 0;
10032 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10034 int texturesurfaceindex;
10038 if (!rsurface.lightmapcolor4f)
10040 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10042 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10043 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)
10051 rsurface.lightmapcolor4f = rsurface.array_color4f;
10052 rsurface.lightmapcolor4f_bufferobject = 0;
10053 rsurface.lightmapcolor4f_bufferoffset = 0;
10056 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10058 int texturesurfaceindex;
10062 if (!rsurface.lightmapcolor4f)
10064 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10066 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10067 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)
10069 c2[0] = c[0] + r_refdef.scene.ambient;
10070 c2[1] = c[1] + r_refdef.scene.ambient;
10071 c2[2] = c[2] + r_refdef.scene.ambient;
10075 rsurface.lightmapcolor4f = rsurface.array_color4f;
10076 rsurface.lightmapcolor4f_bufferobject = 0;
10077 rsurface.lightmapcolor4f_bufferoffset = 0;
10080 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10083 rsurface.lightmapcolor4f = NULL;
10084 rsurface.lightmapcolor4f_bufferobject = 0;
10085 rsurface.lightmapcolor4f_bufferoffset = 0;
10086 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10087 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10088 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10089 GL_Color(r, g, b, a);
10090 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10093 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10095 // TODO: optimize applyfog && applycolor case
10096 // just apply fog if necessary, and tint the fog color array if necessary
10097 rsurface.lightmapcolor4f = NULL;
10098 rsurface.lightmapcolor4f_bufferobject = 0;
10099 rsurface.lightmapcolor4f_bufferoffset = 0;
10100 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10101 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10102 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10103 GL_Color(r, g, b, a);
10104 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10107 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10109 int texturesurfaceindex;
10113 if (texturesurfacelist[0]->lightmapinfo)
10115 // generate color arrays for the surfaces in this list
10116 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10118 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10119 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10121 if (surface->lightmapinfo->samples)
10123 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10124 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10125 VectorScale(lm, scale, c);
10126 if (surface->lightmapinfo->styles[1] != 255)
10128 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10130 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10131 VectorMA(c, scale, lm, c);
10132 if (surface->lightmapinfo->styles[2] != 255)
10135 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10136 VectorMA(c, scale, lm, c);
10137 if (surface->lightmapinfo->styles[3] != 255)
10140 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10141 VectorMA(c, scale, lm, c);
10151 rsurface.lightmapcolor4f = rsurface.array_color4f;
10152 rsurface.lightmapcolor4f_bufferobject = 0;
10153 rsurface.lightmapcolor4f_bufferoffset = 0;
10157 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10158 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10159 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10161 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10162 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10163 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10164 GL_Color(r, g, b, a);
10165 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10168 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10170 int texturesurfaceindex;
10177 vec3_t ambientcolor;
10178 vec3_t diffusecolor;
10182 VectorCopy(rsurface.modellight_lightdir, lightdir);
10183 f = 0.5f * r_refdef.lightmapintensity;
10184 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10185 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10186 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10187 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10188 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10189 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10191 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10193 // generate color arrays for the surfaces in this list
10194 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10196 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10197 int numverts = surface->num_vertices;
10198 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10199 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10200 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10201 // q3-style directional shading
10202 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10204 if ((f = DotProduct(n, lightdir)) > 0)
10205 VectorMA(ambientcolor, f, diffusecolor, c);
10207 VectorCopy(ambientcolor, c);
10215 rsurface.lightmapcolor4f = rsurface.array_color4f;
10216 rsurface.lightmapcolor4f_bufferobject = 0;
10217 rsurface.lightmapcolor4f_bufferoffset = 0;
10218 *applycolor = false;
10222 *r = ambientcolor[0];
10223 *g = ambientcolor[1];
10224 *b = ambientcolor[2];
10225 rsurface.lightmapcolor4f = NULL;
10226 rsurface.lightmapcolor4f_bufferobject = 0;
10227 rsurface.lightmapcolor4f_bufferoffset = 0;
10231 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10233 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10234 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10235 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10236 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10237 GL_Color(r, g, b, a);
10238 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10241 void RSurf_SetupDepthAndCulling(void)
10243 // submodels are biased to avoid z-fighting with world surfaces that they
10244 // may be exactly overlapping (avoids z-fighting artifacts on certain
10245 // doors and things in Quake maps)
10246 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10247 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10248 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10249 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10252 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10254 // transparent sky would be ridiculous
10255 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10257 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10258 skyrenderlater = true;
10259 RSurf_SetupDepthAndCulling();
10260 GL_DepthMask(true);
10261 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10262 // skymasking on them, and Quake3 never did sky masking (unlike
10263 // software Quake and software Quake2), so disable the sky masking
10264 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10265 // and skymasking also looks very bad when noclipping outside the
10266 // level, so don't use it then either.
10267 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10269 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10270 R_Mesh_ColorPointer(NULL, 0, 0);
10271 R_Mesh_ResetTextureState();
10272 if (skyrendermasked)
10274 R_SetupShader_DepthOrShadow();
10275 // depth-only (masking)
10276 GL_ColorMask(0,0,0,0);
10277 // just to make sure that braindead drivers don't draw
10278 // anything despite that colormask...
10279 GL_BlendFunc(GL_ZERO, GL_ONE);
10283 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10285 GL_BlendFunc(GL_ONE, GL_ZERO);
10287 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10288 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10289 if (skyrendermasked)
10290 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10292 R_Mesh_ResetTextureState();
10293 GL_Color(1, 1, 1, 1);
10296 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10297 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10298 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10300 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10303 // render screenspace normalmap to texture
10304 GL_DepthMask(true);
10305 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10306 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10307 GL_LockArrays(0, 0);
10309 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10311 // render water or distortion background, then blend surface on top
10312 GL_DepthMask(true);
10313 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10314 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10315 GL_LockArrays(0, 0);
10316 GL_DepthMask(false);
10317 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10318 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10319 GL_LockArrays(0, 0);
10323 // render surface normally
10324 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10325 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10326 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10327 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10328 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10329 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10331 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10332 GL_LockArrays(0, 0);
10336 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10338 // OpenGL 1.3 path - anything not completely ancient
10339 int texturesurfaceindex;
10340 qboolean applycolor;
10343 const texturelayer_t *layer;
10344 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10346 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10349 int layertexrgbscale;
10350 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10352 if (layerindex == 0)
10353 GL_AlphaTest(true);
10356 GL_AlphaTest(false);
10357 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10360 GL_DepthMask(layer->depthmask && writedepth);
10361 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10362 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10364 layertexrgbscale = 4;
10365 VectorScale(layer->color, 0.25f, layercolor);
10367 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10369 layertexrgbscale = 2;
10370 VectorScale(layer->color, 0.5f, layercolor);
10374 layertexrgbscale = 1;
10375 VectorScale(layer->color, 1.0f, layercolor);
10377 layercolor[3] = layer->color[3];
10378 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10379 R_Mesh_ColorPointer(NULL, 0, 0);
10380 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10381 switch (layer->type)
10383 case TEXTURELAYERTYPE_LITTEXTURE:
10384 // single-pass lightmapped texture with 2x rgbscale
10385 //R_Mesh_TexBind(0, r_texture_white);
10386 R_Mesh_TexMatrix(0, NULL);
10387 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10388 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10389 R_Mesh_TexBind(1, layer->texture);
10390 R_Mesh_TexMatrix(1, &layer->texmatrix);
10391 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10392 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10393 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10394 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10395 else if (rsurface.uselightmaptexture)
10396 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10398 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10400 case TEXTURELAYERTYPE_TEXTURE:
10401 // singletexture unlit texture with transparency support
10402 R_Mesh_TexBind(0, layer->texture);
10403 R_Mesh_TexMatrix(0, &layer->texmatrix);
10404 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10405 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10406 R_Mesh_TexBind(1, 0);
10407 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10408 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10410 case TEXTURELAYERTYPE_FOG:
10411 // singletexture fogging
10412 if (layer->texture)
10414 R_Mesh_TexBind(0, layer->texture);
10415 R_Mesh_TexMatrix(0, &layer->texmatrix);
10416 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10417 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10421 R_Mesh_TexBind(0, 0);
10422 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10424 R_Mesh_TexBind(1, 0);
10425 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10426 // generate a color array for the fog pass
10427 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10428 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10434 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10435 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)
10437 f = 1 - RSurf_FogVertex(v);
10438 c[0] = layercolor[0];
10439 c[1] = layercolor[1];
10440 c[2] = layercolor[2];
10441 c[3] = f * layercolor[3];
10444 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10447 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10449 GL_LockArrays(0, 0);
10452 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10454 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10455 GL_AlphaTest(false);
10459 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10461 // OpenGL 1.1 - crusty old voodoo path
10462 int texturesurfaceindex;
10465 const texturelayer_t *layer;
10466 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10468 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10470 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10472 if (layerindex == 0)
10473 GL_AlphaTest(true);
10476 GL_AlphaTest(false);
10477 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10480 GL_DepthMask(layer->depthmask && writedepth);
10481 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10482 R_Mesh_ColorPointer(NULL, 0, 0);
10483 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10484 switch (layer->type)
10486 case TEXTURELAYERTYPE_LITTEXTURE:
10487 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10489 // two-pass lit texture with 2x rgbscale
10490 // first the lightmap pass
10491 //R_Mesh_TexBind(0, r_texture_white);
10492 R_Mesh_TexMatrix(0, NULL);
10493 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10494 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10495 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10496 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10497 else if (rsurface.uselightmaptexture)
10498 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10500 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10501 GL_LockArrays(0, 0);
10502 // then apply the texture to it
10503 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10504 R_Mesh_TexBind(0, layer->texture);
10505 R_Mesh_TexMatrix(0, &layer->texmatrix);
10506 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10507 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10508 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);
10512 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10513 R_Mesh_TexBind(0, layer->texture);
10514 R_Mesh_TexMatrix(0, &layer->texmatrix);
10515 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10516 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10518 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);
10520 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);
10523 case TEXTURELAYERTYPE_TEXTURE:
10524 // singletexture unlit texture with transparency support
10525 R_Mesh_TexBind(0, layer->texture);
10526 R_Mesh_TexMatrix(0, &layer->texmatrix);
10527 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10528 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10529 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);
10531 case TEXTURELAYERTYPE_FOG:
10532 // singletexture fogging
10533 if (layer->texture)
10535 R_Mesh_TexBind(0, layer->texture);
10536 R_Mesh_TexMatrix(0, &layer->texmatrix);
10537 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10538 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10542 R_Mesh_TexBind(0, 0);
10543 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10545 // generate a color array for the fog pass
10546 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10547 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10553 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10554 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)
10556 f = 1 - RSurf_FogVertex(v);
10557 c[0] = layer->color[0];
10558 c[1] = layer->color[1];
10559 c[2] = layer->color[2];
10560 c[3] = f * layer->color[3];
10563 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10566 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10568 GL_LockArrays(0, 0);
10571 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10573 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10574 GL_AlphaTest(false);
10578 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10582 GL_AlphaTest(false);
10583 R_Mesh_ColorPointer(NULL, 0, 0);
10584 R_Mesh_ResetTextureState();
10585 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10587 if(rsurface.texture && rsurface.texture->currentskinframe)
10589 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10590 c[3] *= rsurface.texture->currentalpha;
10600 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10602 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10603 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10604 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10607 // brighten it up (as texture value 127 means "unlit")
10608 c[0] *= 2 * r_refdef.view.colorscale;
10609 c[1] *= 2 * r_refdef.view.colorscale;
10610 c[2] *= 2 * r_refdef.view.colorscale;
10612 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10613 c[3] *= r_wateralpha.value;
10615 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10618 GL_DepthMask(false);
10620 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10622 GL_BlendFunc(GL_ONE, GL_ONE);
10623 GL_DepthMask(false);
10625 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10627 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10628 GL_DepthMask(false);
10630 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10632 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10633 GL_DepthMask(false);
10637 GL_BlendFunc(GL_ONE, GL_ZERO);
10638 GL_DepthMask(writedepth);
10641 rsurface.lightmapcolor4f = NULL;
10643 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10645 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10647 rsurface.lightmapcolor4f = NULL;
10648 rsurface.lightmapcolor4f_bufferobject = 0;
10649 rsurface.lightmapcolor4f_bufferoffset = 0;
10651 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10653 qboolean applycolor = true;
10656 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10658 r_refdef.lightmapintensity = 1;
10659 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10660 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10664 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10666 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10667 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10668 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10671 if(!rsurface.lightmapcolor4f)
10672 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10674 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10675 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10676 if(r_refdef.fogenabled)
10677 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10679 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10680 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10683 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10686 RSurf_SetupDepthAndCulling();
10687 if (r_showsurfaces.integer == 3 && !prepass)
10689 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10692 switch (vid.renderpath)
10694 case RENDERPATH_GL20:
10695 case RENDERPATH_CGGL:
10696 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10698 case RENDERPATH_GL13:
10699 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10701 case RENDERPATH_GL11:
10702 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10708 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10711 RSurf_SetupDepthAndCulling();
10712 if (r_showsurfaces.integer == 3 && !prepass)
10714 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10717 switch (vid.renderpath)
10719 case RENDERPATH_GL20:
10720 case RENDERPATH_CGGL:
10721 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10723 case RENDERPATH_GL13:
10724 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10726 case RENDERPATH_GL11:
10727 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10733 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10736 int texturenumsurfaces, endsurface;
10737 texture_t *texture;
10738 const msurface_t *surface;
10739 const msurface_t *texturesurfacelist[256];
10741 // if the model is static it doesn't matter what value we give for
10742 // wantnormals and wanttangents, so this logic uses only rules applicable
10743 // to a model, knowing that they are meaningless otherwise
10744 if (ent == r_refdef.scene.worldentity)
10745 RSurf_ActiveWorldEntity();
10746 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10747 RSurf_ActiveModelEntity(ent, false, false, false);
10750 switch (vid.renderpath)
10752 case RENDERPATH_GL20:
10753 case RENDERPATH_CGGL:
10754 RSurf_ActiveModelEntity(ent, true, true, false);
10756 case RENDERPATH_GL13:
10757 case RENDERPATH_GL11:
10758 RSurf_ActiveModelEntity(ent, true, false, false);
10763 if (r_transparentdepthmasking.integer)
10765 qboolean setup = false;
10766 for (i = 0;i < numsurfaces;i = j)
10769 surface = rsurface.modelsurfaces + surfacelist[i];
10770 texture = surface->texture;
10771 rsurface.texture = R_GetCurrentTexture(texture);
10772 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10773 // scan ahead until we find a different texture
10774 endsurface = min(i + 1024, numsurfaces);
10775 texturenumsurfaces = 0;
10776 texturesurfacelist[texturenumsurfaces++] = surface;
10777 for (;j < endsurface;j++)
10779 surface = rsurface.modelsurfaces + surfacelist[j];
10780 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10782 texturesurfacelist[texturenumsurfaces++] = surface;
10784 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10786 // render the range of surfaces as depth
10790 GL_ColorMask(0,0,0,0);
10792 GL_DepthTest(true);
10793 GL_BlendFunc(GL_ONE, GL_ZERO);
10794 GL_DepthMask(true);
10795 GL_AlphaTest(false);
10796 R_Mesh_ColorPointer(NULL, 0, 0);
10797 R_Mesh_ResetTextureState();
10798 R_SetupShader_DepthOrShadow();
10800 RSurf_SetupDepthAndCulling();
10801 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10802 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10805 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10808 for (i = 0;i < numsurfaces;i = j)
10811 surface = rsurface.modelsurfaces + surfacelist[i];
10812 texture = surface->texture;
10813 rsurface.texture = R_GetCurrentTexture(texture);
10814 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10815 // scan ahead until we find a different texture
10816 endsurface = min(i + 1024, numsurfaces);
10817 texturenumsurfaces = 0;
10818 texturesurfacelist[texturenumsurfaces++] = surface;
10819 for (;j < endsurface;j++)
10821 surface = rsurface.modelsurfaces + surfacelist[j];
10822 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10824 texturesurfacelist[texturenumsurfaces++] = surface;
10826 // render the range of surfaces
10827 if (ent == r_refdef.scene.worldentity)
10828 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10830 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10832 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10833 GL_AlphaTest(false);
10836 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10838 // transparent surfaces get pushed off into the transparent queue
10839 int surfacelistindex;
10840 const msurface_t *surface;
10841 vec3_t tempcenter, center;
10842 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10844 surface = texturesurfacelist[surfacelistindex];
10845 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10846 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10847 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10848 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10849 if (queueentity->transparent_offset) // transparent offset
10851 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10852 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10853 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10855 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10859 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10861 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10865 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10867 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10869 RSurf_SetupDepthAndCulling();
10870 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10871 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10875 if (!rsurface.texture->currentnumlayers)
10877 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10878 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10880 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10882 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10884 RSurf_SetupDepthAndCulling();
10885 GL_AlphaTest(false);
10886 R_Mesh_ColorPointer(NULL, 0, 0);
10887 R_Mesh_ResetTextureState();
10888 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10889 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10890 GL_DepthMask(true);
10891 GL_BlendFunc(GL_ONE, GL_ZERO);
10892 GL_Color(0, 0, 0, 1);
10893 GL_DepthTest(writedepth);
10894 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10896 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10898 RSurf_SetupDepthAndCulling();
10899 GL_AlphaTest(false);
10900 R_Mesh_ColorPointer(NULL, 0, 0);
10901 R_Mesh_ResetTextureState();
10902 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10903 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10904 GL_DepthMask(true);
10905 GL_BlendFunc(GL_ONE, GL_ZERO);
10906 GL_DepthTest(true);
10907 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10909 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10910 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10911 else if (!rsurface.texture->currentnumlayers)
10913 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10915 // in the deferred case, transparent surfaces were queued during prepass
10916 if (!r_shadow_usingdeferredprepass)
10917 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10921 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10922 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10927 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10930 texture_t *texture;
10931 // break the surface list down into batches by texture and use of lightmapping
10932 for (i = 0;i < numsurfaces;i = j)
10935 // texture is the base texture pointer, rsurface.texture is the
10936 // current frame/skin the texture is directing us to use (for example
10937 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10938 // use skin 1 instead)
10939 texture = surfacelist[i]->texture;
10940 rsurface.texture = R_GetCurrentTexture(texture);
10941 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10942 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10944 // if this texture is not the kind we want, skip ahead to the next one
10945 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10949 // simply scan ahead until we find a different texture or lightmap state
10950 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10952 // render the range of surfaces
10953 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10957 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10962 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10964 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10966 RSurf_SetupDepthAndCulling();
10967 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10968 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10972 if (!rsurface.texture->currentnumlayers)
10974 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10975 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10977 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10979 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
10981 RSurf_SetupDepthAndCulling();
10982 GL_AlphaTest(false);
10983 R_Mesh_ColorPointer(NULL, 0, 0);
10984 R_Mesh_ResetTextureState();
10985 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10986 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10987 GL_DepthMask(true);
10988 GL_BlendFunc(GL_ONE, GL_ZERO);
10989 GL_Color(0, 0, 0, 1);
10990 GL_DepthTest(writedepth);
10991 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10993 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10995 RSurf_SetupDepthAndCulling();
10996 GL_AlphaTest(false);
10997 R_Mesh_ColorPointer(NULL, 0, 0);
10998 R_Mesh_ResetTextureState();
10999 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11000 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11001 GL_DepthMask(true);
11002 GL_BlendFunc(GL_ONE, GL_ZERO);
11003 GL_DepthTest(true);
11004 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11006 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11007 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11008 else if (!rsurface.texture->currentnumlayers)
11010 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11012 // in the deferred case, transparent surfaces were queued during prepass
11013 if (!r_shadow_usingdeferredprepass)
11014 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11018 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11019 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11024 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11027 texture_t *texture;
11028 // break the surface list down into batches by texture and use of lightmapping
11029 for (i = 0;i < numsurfaces;i = j)
11032 // texture is the base texture pointer, rsurface.texture is the
11033 // current frame/skin the texture is directing us to use (for example
11034 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11035 // use skin 1 instead)
11036 texture = surfacelist[i]->texture;
11037 rsurface.texture = R_GetCurrentTexture(texture);
11038 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11039 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11041 // if this texture is not the kind we want, skip ahead to the next one
11042 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11046 // simply scan ahead until we find a different texture or lightmap state
11047 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11049 // render the range of surfaces
11050 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11054 float locboxvertex3f[6*4*3] =
11056 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11057 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11058 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11059 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11060 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11061 1,0,0, 0,0,0, 0,1,0, 1,1,0
11064 unsigned short locboxelements[6*2*3] =
11069 12,13,14, 12,14,15,
11070 16,17,18, 16,18,19,
11074 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11077 cl_locnode_t *loc = (cl_locnode_t *)ent;
11079 float vertex3f[6*4*3];
11081 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11082 GL_DepthMask(false);
11083 GL_DepthRange(0, 1);
11084 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11085 GL_DepthTest(true);
11086 GL_CullFace(GL_NONE);
11087 R_EntityMatrix(&identitymatrix);
11089 R_Mesh_VertexPointer(vertex3f, 0, 0);
11090 R_Mesh_ColorPointer(NULL, 0, 0);
11091 R_Mesh_ResetTextureState();
11092 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11094 i = surfacelist[0];
11095 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11096 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11097 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11098 surfacelist[0] < 0 ? 0.5f : 0.125f);
11100 if (VectorCompare(loc->mins, loc->maxs))
11102 VectorSet(size, 2, 2, 2);
11103 VectorMA(loc->mins, -0.5f, size, mins);
11107 VectorCopy(loc->mins, mins);
11108 VectorSubtract(loc->maxs, loc->mins, size);
11111 for (i = 0;i < 6*4*3;)
11112 for (j = 0;j < 3;j++, i++)
11113 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11115 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11118 void R_DrawLocs(void)
11121 cl_locnode_t *loc, *nearestloc;
11123 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11124 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11126 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11127 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11131 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11133 if (decalsystem->decals)
11134 Mem_Free(decalsystem->decals);
11135 memset(decalsystem, 0, sizeof(*decalsystem));
11138 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)
11141 tridecal_t *decals;
11145 // expand or initialize the system
11146 if (decalsystem->maxdecals <= decalsystem->numdecals)
11148 decalsystem_t old = *decalsystem;
11149 qboolean useshortelements;
11150 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11151 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11152 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)));
11153 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11154 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11155 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11156 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11157 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11158 if (decalsystem->numdecals)
11159 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11161 Mem_Free(old.decals);
11162 for (i = 0;i < decalsystem->maxdecals*3;i++)
11163 decalsystem->element3i[i] = i;
11164 if (useshortelements)
11165 for (i = 0;i < decalsystem->maxdecals*3;i++)
11166 decalsystem->element3s[i] = i;
11169 // grab a decal and search for another free slot for the next one
11170 maxdecals = decalsystem->maxdecals;
11171 decals = decalsystem->decals;
11172 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11173 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11175 decalsystem->freedecal = i;
11176 if (decalsystem->numdecals <= i)
11177 decalsystem->numdecals = i + 1;
11179 // initialize the decal
11181 decal->triangleindex = triangleindex;
11182 decal->surfaceindex = surfaceindex;
11183 decal->decalsequence = decalsequence;
11184 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11185 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11186 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11187 decal->color4ub[0][3] = 255;
11188 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11189 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11190 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11191 decal->color4ub[1][3] = 255;
11192 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11193 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11194 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11195 decal->color4ub[2][3] = 255;
11196 decal->vertex3f[0][0] = v0[0];
11197 decal->vertex3f[0][1] = v0[1];
11198 decal->vertex3f[0][2] = v0[2];
11199 decal->vertex3f[1][0] = v1[0];
11200 decal->vertex3f[1][1] = v1[1];
11201 decal->vertex3f[1][2] = v1[2];
11202 decal->vertex3f[2][0] = v2[0];
11203 decal->vertex3f[2][1] = v2[1];
11204 decal->vertex3f[2][2] = v2[2];
11205 decal->texcoord2f[0][0] = t0[0];
11206 decal->texcoord2f[0][1] = t0[1];
11207 decal->texcoord2f[1][0] = t1[0];
11208 decal->texcoord2f[1][1] = t1[1];
11209 decal->texcoord2f[2][0] = t2[0];
11210 decal->texcoord2f[2][1] = t2[1];
11213 extern cvar_t cl_decals_bias;
11214 extern cvar_t cl_decals_models;
11215 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11216 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)
11218 matrix4x4_t projection;
11219 decalsystem_t *decalsystem;
11222 const float *vertex3f;
11223 const msurface_t *surface;
11224 const msurface_t *surfaces;
11225 const int *surfacelist;
11226 const texture_t *texture;
11229 int numsurfacelist;
11230 int surfacelistindex;
11233 int decalsurfaceindex;
11238 float localorigin[3];
11239 float localnormal[3];
11240 float localmins[3];
11241 float localmaxs[3];
11248 float planes[6][4];
11250 float points[2][9][3];
11254 decalsystem = &ent->decalsystem;
11255 model = ent->model;
11256 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11258 R_DecalSystem_Reset(&ent->decalsystem);
11262 if (!model->brush.data_nodes && !cl_decals_models.integer)
11264 if (decalsystem->model)
11265 R_DecalSystem_Reset(decalsystem);
11269 if (decalsystem->model != model)
11270 R_DecalSystem_Reset(decalsystem);
11271 decalsystem->model = model;
11273 RSurf_ActiveModelEntity(ent, false, false, false);
11275 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11276 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11277 VectorNormalize(localnormal);
11278 localsize = worldsize*rsurface.inversematrixscale;
11279 ilocalsize = 1.0f / localsize;
11280 localmins[0] = localorigin[0] - localsize;
11281 localmins[1] = localorigin[1] - localsize;
11282 localmins[2] = localorigin[2] - localsize;
11283 localmaxs[0] = localorigin[0] + localsize;
11284 localmaxs[1] = localorigin[1] + localsize;
11285 localmaxs[2] = localorigin[2] + localsize;
11287 //VectorCopy(localnormal, planes[4]);
11288 //VectorVectors(planes[4], planes[2], planes[0]);
11289 AnglesFromVectors(angles, localnormal, NULL, false);
11290 AngleVectors(angles, planes[0], planes[2], planes[4]);
11291 VectorNegate(planes[0], planes[1]);
11292 VectorNegate(planes[2], planes[3]);
11293 VectorNegate(planes[4], planes[5]);
11294 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11295 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11296 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11297 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11298 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11299 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11304 matrix4x4_t forwardprojection;
11305 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11306 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11311 float projectionvector[4][3];
11312 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11313 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11314 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11315 projectionvector[0][0] = planes[0][0] * ilocalsize;
11316 projectionvector[0][1] = planes[1][0] * ilocalsize;
11317 projectionvector[0][2] = planes[2][0] * ilocalsize;
11318 projectionvector[1][0] = planes[0][1] * ilocalsize;
11319 projectionvector[1][1] = planes[1][1] * ilocalsize;
11320 projectionvector[1][2] = planes[2][1] * ilocalsize;
11321 projectionvector[2][0] = planes[0][2] * ilocalsize;
11322 projectionvector[2][1] = planes[1][2] * ilocalsize;
11323 projectionvector[2][2] = planes[2][2] * ilocalsize;
11324 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11325 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11326 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11327 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11331 dynamic = model->surfmesh.isanimated;
11332 vertex3f = rsurface.modelvertex3f;
11333 numsurfacelist = model->nummodelsurfaces;
11334 surfacelist = model->sortedmodelsurfaces;
11335 surfaces = model->data_surfaces;
11336 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11338 surfaceindex = surfacelist[surfacelistindex];
11339 surface = surfaces + surfaceindex;
11340 // skip transparent surfaces
11341 texture = surface->texture;
11342 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11344 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11346 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11348 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11349 numvertices = surface->num_vertices;
11350 numtriangles = surface->num_triangles;
11351 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11353 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11355 index = 3*e[cornerindex];
11356 VectorCopy(vertex3f + index, v[cornerindex]);
11359 //TriangleNormal(v[0], v[1], v[2], normal);
11360 //if (DotProduct(normal, localnormal) < 0.0f)
11362 // clip by each of the box planes formed from the projection matrix
11363 // if anything survives, we emit the decal
11364 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]);
11367 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]);
11370 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]);
11373 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]);
11376 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]);
11379 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]);
11382 // some part of the triangle survived, so we have to accept it...
11385 // dynamic always uses the original triangle
11387 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11389 index = 3*e[cornerindex];
11390 VectorCopy(vertex3f + index, v[cornerindex]);
11393 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11395 // convert vertex positions to texcoords
11396 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11397 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11398 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11399 // calculate distance fade from the projection origin
11400 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11401 f = bound(0.0f, f, 1.0f);
11402 c[cornerindex][0] = r * f;
11403 c[cornerindex][1] = g * f;
11404 c[cornerindex][2] = b * f;
11405 c[cornerindex][3] = 1.0f;
11406 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11409 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);
11411 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11412 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);
11417 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11418 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)
11420 int renderentityindex;
11421 float worldmins[3];
11422 float worldmaxs[3];
11423 entity_render_t *ent;
11425 if (!cl_decals_newsystem.integer)
11428 worldmins[0] = worldorigin[0] - worldsize;
11429 worldmins[1] = worldorigin[1] - worldsize;
11430 worldmins[2] = worldorigin[2] - worldsize;
11431 worldmaxs[0] = worldorigin[0] + worldsize;
11432 worldmaxs[1] = worldorigin[1] + worldsize;
11433 worldmaxs[2] = worldorigin[2] + worldsize;
11435 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11437 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11439 ent = r_refdef.scene.entities[renderentityindex];
11440 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11443 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11447 typedef struct r_decalsystem_splatqueue_s
11449 vec3_t worldorigin;
11450 vec3_t worldnormal;
11456 r_decalsystem_splatqueue_t;
11458 int r_decalsystem_numqueued = 0;
11459 #define MAX_DECALSYSTEM_QUEUE 1024
11460 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11462 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)
11464 r_decalsystem_splatqueue_t *queue;
11466 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11469 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11470 VectorCopy(worldorigin, queue->worldorigin);
11471 VectorCopy(worldnormal, queue->worldnormal);
11472 Vector4Set(queue->color, r, g, b, a);
11473 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11474 queue->worldsize = worldsize;
11475 queue->decalsequence = cl.decalsequence++;
11478 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11481 r_decalsystem_splatqueue_t *queue;
11483 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11484 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);
11485 r_decalsystem_numqueued = 0;
11488 extern cvar_t cl_decals_max;
11489 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11492 decalsystem_t *decalsystem = &ent->decalsystem;
11499 if (!decalsystem->numdecals)
11502 if (r_showsurfaces.integer)
11505 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11507 R_DecalSystem_Reset(decalsystem);
11511 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11512 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11514 if (decalsystem->lastupdatetime)
11515 frametime = (cl.time - decalsystem->lastupdatetime);
11518 decalsystem->lastupdatetime = cl.time;
11519 decal = decalsystem->decals;
11520 numdecals = decalsystem->numdecals;
11522 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11524 if (decal->color4ub[0][3])
11526 decal->lived += frametime;
11527 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11529 memset(decal, 0, sizeof(*decal));
11530 if (decalsystem->freedecal > i)
11531 decalsystem->freedecal = i;
11535 decal = decalsystem->decals;
11536 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11539 // collapse the array by shuffling the tail decals into the gaps
11542 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11543 decalsystem->freedecal++;
11544 if (decalsystem->freedecal == numdecals)
11546 decal[decalsystem->freedecal] = decal[--numdecals];
11549 decalsystem->numdecals = numdecals;
11551 if (numdecals <= 0)
11553 // if there are no decals left, reset decalsystem
11554 R_DecalSystem_Reset(decalsystem);
11558 extern skinframe_t *decalskinframe;
11559 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11562 decalsystem_t *decalsystem = &ent->decalsystem;
11572 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11575 numdecals = decalsystem->numdecals;
11579 if (r_showsurfaces.integer)
11582 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11584 R_DecalSystem_Reset(decalsystem);
11588 // if the model is static it doesn't matter what value we give for
11589 // wantnormals and wanttangents, so this logic uses only rules applicable
11590 // to a model, knowing that they are meaningless otherwise
11591 if (ent == r_refdef.scene.worldentity)
11592 RSurf_ActiveWorldEntity();
11594 RSurf_ActiveModelEntity(ent, false, false, false);
11596 decalsystem->lastupdatetime = cl.time;
11597 decal = decalsystem->decals;
11599 fadedelay = cl_decals_time.value;
11600 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11602 // update vertex positions for animated models
11603 v3f = decalsystem->vertex3f;
11604 c4f = decalsystem->color4f;
11605 t2f = decalsystem->texcoord2f;
11606 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11608 if (!decal->color4ub[0][3])
11611 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11614 // update color values for fading decals
11615 if (decal->lived >= cl_decals_time.value)
11617 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11618 alpha *= (1.0f/255.0f);
11621 alpha = 1.0f/255.0f;
11623 c4f[ 0] = decal->color4ub[0][0] * alpha;
11624 c4f[ 1] = decal->color4ub[0][1] * alpha;
11625 c4f[ 2] = decal->color4ub[0][2] * alpha;
11627 c4f[ 4] = decal->color4ub[1][0] * alpha;
11628 c4f[ 5] = decal->color4ub[1][1] * alpha;
11629 c4f[ 6] = decal->color4ub[1][2] * alpha;
11631 c4f[ 8] = decal->color4ub[2][0] * alpha;
11632 c4f[ 9] = decal->color4ub[2][1] * alpha;
11633 c4f[10] = decal->color4ub[2][2] * alpha;
11636 t2f[0] = decal->texcoord2f[0][0];
11637 t2f[1] = decal->texcoord2f[0][1];
11638 t2f[2] = decal->texcoord2f[1][0];
11639 t2f[3] = decal->texcoord2f[1][1];
11640 t2f[4] = decal->texcoord2f[2][0];
11641 t2f[5] = decal->texcoord2f[2][1];
11643 // update vertex positions for animated models
11644 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11646 e = rsurface.modelelement3i + 3*decal->triangleindex;
11647 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11648 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11649 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11653 VectorCopy(decal->vertex3f[0], v3f);
11654 VectorCopy(decal->vertex3f[1], v3f + 3);
11655 VectorCopy(decal->vertex3f[2], v3f + 6);
11666 r_refdef.stats.drawndecals += numtris;
11668 if (r_refdef.fogenabled)
11670 switch(vid.renderpath)
11672 case RENDERPATH_GL20:
11673 case RENDERPATH_CGGL:
11674 case RENDERPATH_GL13:
11675 case RENDERPATH_GL11:
11676 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11678 alpha = RSurf_FogVertex(v3f);
11687 // now render the decals all at once
11688 // (this assumes they all use one particle font texture!)
11689 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);
11690 R_Mesh_ResetTextureState();
11691 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11692 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11693 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11694 GL_DepthMask(false);
11695 GL_DepthRange(0, 1);
11696 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11697 GL_DepthTest(true);
11698 GL_CullFace(GL_NONE);
11699 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11700 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11701 GL_LockArrays(0, numtris * 3);
11702 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11703 GL_LockArrays(0, 0);
11707 static void R_DrawModelDecals(void)
11711 // fade faster when there are too many decals
11712 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11713 for (i = 0;i < r_refdef.scene.numentities;i++)
11714 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11716 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11717 for (i = 0;i < r_refdef.scene.numentities;i++)
11718 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11719 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11721 R_DecalSystem_ApplySplatEntitiesQueue();
11723 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11724 for (i = 0;i < r_refdef.scene.numentities;i++)
11725 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11727 r_refdef.stats.totaldecals += numdecals;
11729 if (r_showsurfaces.integer)
11732 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11734 for (i = 0;i < r_refdef.scene.numentities;i++)
11736 if (!r_refdef.viewcache.entityvisible[i])
11738 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11739 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11743 void R_DrawDebugModel(void)
11745 entity_render_t *ent = rsurface.entity;
11746 int i, j, k, l, flagsmask;
11747 const int *elements;
11749 const msurface_t *surface;
11750 dp_model_t *model = ent->model;
11753 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11755 R_Mesh_ColorPointer(NULL, 0, 0);
11756 R_Mesh_ResetTextureState();
11757 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11758 GL_DepthRange(0, 1);
11759 GL_DepthTest(!r_showdisabledepthtest.integer);
11760 GL_DepthMask(false);
11761 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11763 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11765 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11766 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11768 if (brush->colbrushf && brush->colbrushf->numtriangles)
11770 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11771 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);
11772 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11775 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11777 if (surface->num_collisiontriangles)
11779 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11780 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);
11781 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11786 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11788 if (r_showtris.integer || r_shownormals.integer)
11790 if (r_showdisabledepthtest.integer)
11792 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11793 GL_DepthMask(false);
11797 GL_BlendFunc(GL_ONE, GL_ZERO);
11798 GL_DepthMask(true);
11800 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11802 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11804 rsurface.texture = R_GetCurrentTexture(surface->texture);
11805 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11807 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11808 if (r_showtris.value > 0)
11810 if (!rsurface.texture->currentlayers->depthmask)
11811 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11812 else if (ent == r_refdef.scene.worldentity)
11813 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11815 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11816 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11817 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11818 R_Mesh_ColorPointer(NULL, 0, 0);
11819 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11820 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11821 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11822 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);
11823 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11826 if (r_shownormals.value < 0)
11828 qglBegin(GL_LINES);
11829 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11831 VectorCopy(rsurface.vertex3f + l * 3, v);
11832 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11833 qglVertex3f(v[0], v[1], v[2]);
11834 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11835 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11836 qglVertex3f(v[0], v[1], v[2]);
11841 if (r_shownormals.value > 0)
11843 qglBegin(GL_LINES);
11844 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11846 VectorCopy(rsurface.vertex3f + l * 3, v);
11847 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11848 qglVertex3f(v[0], v[1], v[2]);
11849 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11850 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11851 qglVertex3f(v[0], v[1], v[2]);
11855 qglBegin(GL_LINES);
11856 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11858 VectorCopy(rsurface.vertex3f + l * 3, v);
11859 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11860 qglVertex3f(v[0], v[1], v[2]);
11861 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11862 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11863 qglVertex3f(v[0], v[1], v[2]);
11867 qglBegin(GL_LINES);
11868 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11870 VectorCopy(rsurface.vertex3f + l * 3, v);
11871 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11872 qglVertex3f(v[0], v[1], v[2]);
11873 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11874 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11875 qglVertex3f(v[0], v[1], v[2]);
11882 rsurface.texture = NULL;
11886 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11887 int r_maxsurfacelist = 0;
11888 const msurface_t **r_surfacelist = NULL;
11889 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11891 int i, j, endj, f, flagsmask;
11893 dp_model_t *model = r_refdef.scene.worldmodel;
11894 msurface_t *surfaces;
11895 unsigned char *update;
11896 int numsurfacelist = 0;
11900 if (r_maxsurfacelist < model->num_surfaces)
11902 r_maxsurfacelist = model->num_surfaces;
11904 Mem_Free((msurface_t**)r_surfacelist);
11905 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11908 RSurf_ActiveWorldEntity();
11910 surfaces = model->data_surfaces;
11911 update = model->brushq1.lightmapupdateflags;
11913 // update light styles on this submodel
11914 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11916 model_brush_lightstyleinfo_t *style;
11917 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11919 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11921 int *list = style->surfacelist;
11922 style->value = r_refdef.scene.lightstylevalue[style->style];
11923 for (j = 0;j < style->numsurfaces;j++)
11924 update[list[j]] = true;
11929 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11933 R_DrawDebugModel();
11934 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11940 rsurface.uselightmaptexture = false;
11941 rsurface.texture = NULL;
11942 rsurface.rtlight = NULL;
11943 numsurfacelist = 0;
11944 // add visible surfaces to draw list
11945 for (i = 0;i < model->nummodelsurfaces;i++)
11947 j = model->sortedmodelsurfaces[i];
11948 if (r_refdef.viewcache.world_surfacevisible[j])
11949 r_surfacelist[numsurfacelist++] = surfaces + j;
11951 // update lightmaps if needed
11952 if (model->brushq1.firstrender)
11954 model->brushq1.firstrender = false;
11955 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11957 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11961 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11962 if (r_refdef.viewcache.world_surfacevisible[j])
11964 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11966 // don't do anything if there were no surfaces
11967 if (!numsurfacelist)
11969 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11972 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11973 GL_AlphaTest(false);
11975 // add to stats if desired
11976 if (r_speeds.integer && !skysurfaces && !depthonly)
11978 r_refdef.stats.world_surfaces += numsurfacelist;
11979 for (j = 0;j < numsurfacelist;j++)
11980 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11983 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11986 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11988 int i, j, endj, f, flagsmask;
11990 dp_model_t *model = ent->model;
11991 msurface_t *surfaces;
11992 unsigned char *update;
11993 int numsurfacelist = 0;
11997 if (r_maxsurfacelist < model->num_surfaces)
11999 r_maxsurfacelist = model->num_surfaces;
12001 Mem_Free((msurface_t **)r_surfacelist);
12002 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12005 // if the model is static it doesn't matter what value we give for
12006 // wantnormals and wanttangents, so this logic uses only rules applicable
12007 // to a model, knowing that they are meaningless otherwise
12008 if (ent == r_refdef.scene.worldentity)
12009 RSurf_ActiveWorldEntity();
12010 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12011 RSurf_ActiveModelEntity(ent, false, false, false);
12013 RSurf_ActiveModelEntity(ent, true, true, true);
12014 else if (depthonly)
12015 RSurf_ActiveModelEntity(ent, false, false, false);
12018 switch (vid.renderpath)
12020 case RENDERPATH_GL20:
12021 case RENDERPATH_CGGL:
12022 RSurf_ActiveModelEntity(ent, true, true, false);
12024 case RENDERPATH_GL13:
12025 case RENDERPATH_GL11:
12026 RSurf_ActiveModelEntity(ent, true, false, false);
12031 surfaces = model->data_surfaces;
12032 update = model->brushq1.lightmapupdateflags;
12034 // update light styles
12035 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12037 model_brush_lightstyleinfo_t *style;
12038 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12040 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12042 int *list = style->surfacelist;
12043 style->value = r_refdef.scene.lightstylevalue[style->style];
12044 for (j = 0;j < style->numsurfaces;j++)
12045 update[list[j]] = true;
12050 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12054 R_DrawDebugModel();
12055 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12061 rsurface.uselightmaptexture = false;
12062 rsurface.texture = NULL;
12063 rsurface.rtlight = NULL;
12064 numsurfacelist = 0;
12065 // add visible surfaces to draw list
12066 for (i = 0;i < model->nummodelsurfaces;i++)
12067 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12068 // don't do anything if there were no surfaces
12069 if (!numsurfacelist)
12071 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12074 // update lightmaps if needed
12078 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12083 R_BuildLightMap(ent, surfaces + j);
12088 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12090 R_BuildLightMap(ent, surfaces + j);
12091 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12092 GL_AlphaTest(false);
12094 // add to stats if desired
12095 if (r_speeds.integer && !skysurfaces && !depthonly)
12097 r_refdef.stats.entities_surfaces += numsurfacelist;
12098 for (j = 0;j < numsurfacelist;j++)
12099 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12102 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12105 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12107 static texture_t texture;
12108 static msurface_t surface;
12109 const msurface_t *surfacelist = &surface;
12111 // fake enough texture and surface state to render this geometry
12113 texture.update_lastrenderframe = -1; // regenerate this texture
12114 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12115 texture.currentskinframe = skinframe;
12116 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12117 texture.specularscalemod = 1;
12118 texture.specularpowermod = 1;
12120 surface.texture = &texture;
12121 surface.num_triangles = numtriangles;
12122 surface.num_firsttriangle = firsttriangle;
12123 surface.num_vertices = numvertices;
12124 surface.num_firstvertex = firstvertex;
12127 rsurface.texture = R_GetCurrentTexture(surface.texture);
12128 rsurface.uselightmaptexture = false;
12129 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12132 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)
12134 static msurface_t surface;
12135 const msurface_t *surfacelist = &surface;
12137 // fake enough texture and surface state to render this geometry
12139 surface.texture = texture;
12140 surface.num_triangles = numtriangles;
12141 surface.num_firsttriangle = firsttriangle;
12142 surface.num_vertices = numvertices;
12143 surface.num_firstvertex = firstvertex;
12146 rsurface.texture = R_GetCurrentTexture(surface.texture);
12147 rsurface.uselightmaptexture = false;
12148 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);