implemented fake reflection cubemaps... requires that a .shader
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 27 Jan 2010 05:30:44 +0000 (05:30 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 27 Jan 2010 05:30:44 +0000 (05:30 +0000)
specifies dpreflectcube with a cubemap prefix, and requires that the
material textures include a _reflect.tga image to mask the reflection
(roughly similar to _gloss texture)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9871 d7cf8633-e32d-0410-b094-e92efae38249

client.h
gl_rmain.c
gl_textures.c
model_shared.c
model_shared.h
r_shadow.c
r_shadow.h
r_textures.h
render.h

index e67d827..9bac816 100644 (file)
--- a/client.h
+++ b/client.h
@@ -141,7 +141,7 @@ typedef struct rtlight_s
        float corona_visibility;
        unsigned int corona_queryindex_visiblepixels;
        unsigned int corona_queryindex_allpixels;
-       /// this is R_Shadow_Cubemap(rtlight->cubemapname)
+       /// this is R_GetCubemap(rtlight->cubemapname)
        rtexture_t *currentcubemap;
        /// set by R_Shadow_PrepareLight to decide whether R_Shadow_DrawLight should draw it
        qboolean draw;
index a9c9294..2cce61f 100644 (file)
@@ -211,6 +211,18 @@ rtexture_t *r_texture_fogattenuation;
 rtexture_t *r_texture_gammaramps;
 unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
+rtexture_t *r_texture_reflectcube;
+
+// TODO: hash lookups?
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+int r_texture_numcubemaps;
+cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
 
 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
@@ -477,7 +489,7 @@ static const char *builtinshaderstring =
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "#define USELIGHTMAP\n"
 "#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
@@ -804,6 +816,7 @@ static const char *builtinshaderstring =
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
 "      vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
@@ -854,7 +867,7 @@ static const char *builtinshaderstring =
 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
 "#endif\n"
 "\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
@@ -1430,7 +1443,7 @@ static const char *builtinshaderstring =
 "      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
 "      VectorS = gl_MultiTexCoord1.xyz;\n"
 "      VectorT = gl_MultiTexCoord2.xyz;\n"
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
@@ -1468,6 +1481,11 @@ static const char *builtinshaderstring =
 "uniform vec4 ScreenCenterRefractReflect;\n"
 "uniform myhalf4 ReflectColor;\n"
 "#endif\n"
+"#ifdef USEREFLECTCUBE\n"
+"uniform mat4 ModelToReflectCube;\n"
+"uniform sampler2D Texture_ReflectMask;\n"
+"uniform samplerCube Texture_ReflectCube;\n"
+"#endif\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "uniform myhalf3 LightColor;\n"
 "#endif\n"
@@ -1518,6 +1536,13 @@ static const char *builtinshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USEREFLECTCUBE\n"
+"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
+"      diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
@@ -1717,7 +1742,7 @@ const char *builtincgshaderstring =
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "#define USELIGHTMAP\n"
 "#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
@@ -2666,7 +2691,7 @@ const char *builtincgshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "out float3 CubeVector : TEXCOORD3,\n"
 "#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
@@ -2768,7 +2793,7 @@ const char *builtincgshaderstring =
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
 "float4 ModelViewPosition : TEXCOORD0,\n"
 "#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
@@ -2852,6 +2877,11 @@ const char *builtincgshaderstring =
 "uniform float4 ScreenCenterRefractReflect,\n"
 "uniform half4 ReflectColor,\n"
 "#endif\n"
+"#ifdef USEREFLECTCUBE\n"
+"uniform float4x4 ModelToReflectCube,\n"
+"uniform sampler2D Texture_ReflectMask,\n"
+"uniform samplerCUBE Texture_ReflectCube,\n"
+"#endif\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "uniform half3 LightColor,\n"
 "#endif\n"
@@ -2946,6 +2976,13 @@ const char *builtincgshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USEREFLECTCUBE\n"
+"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+"      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
@@ -3171,8 +3208,9 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
        SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
        SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
+       SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -3205,6 +3243,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
+       {"#define USEREFLECTCUBE\n", " reflectcube"},
 };
 
 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
@@ -3311,6 +3350,8 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
+       int loc_Texture_ReflectMask;
+       int loc_Texture_ReflectCube;
        int loc_Alpha;
        int loc_BloomBlur_Parameters;
        int loc_ClientTime;
@@ -3360,6 +3401,7 @@ typedef struct r_glsl_permutation_s
        int loc_ModelViewProjectionMatrix;
        int loc_ModelViewMatrix;
        int loc_PixelToScreenTexCoord;
+       int loc_ModelToReflectCube;
 }
 r_glsl_permutation_t;
 
@@ -3533,6 +3575,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
                p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
                p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
+               p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
+               p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
                p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
                p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
                p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
@@ -3582,6 +3626,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
                p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
                p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
+               p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
                if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
@@ -3611,6 +3656,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
                if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
                if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
+               if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
+               if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
                CHECKGLERROR
                Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
        }
@@ -3723,6 +3770,8 @@ typedef struct r_cg_permutation_s
        CGparameter fp_Texture_ScreenNormalMap;
        CGparameter fp_Texture_ScreenDiffuse;
        CGparameter fp_Texture_ScreenSpecular;
+       CGparameter fp_Texture_ReflectMask;
+       CGparameter fp_Texture_ReflectCube;
        CGparameter fp_Alpha;
        CGparameter fp_BloomBlur_Parameters;
        CGparameter fp_ClientTime;
@@ -3767,6 +3816,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_ViewTintColor;
        CGparameter fp_ViewToLight;
        CGparameter fp_PixelToScreenTexCoord;
+       CGparameter fp_ModelToReflectCube;
 }
 r_cg_permutation_t;
 
@@ -4017,6 +4067,8 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
                p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
                p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
+               p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
+               p->fp_Texture_ReflectCube        = qgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
                p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
                p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
                p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
@@ -4061,6 +4113,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
                p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
                p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
+               p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
                CHECKCGERROR
        }
 
@@ -4454,6 +4507,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                }
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4496,6 +4551,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4546,6 +4603,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4586,6 +4645,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4625,6 +4686,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
@@ -4699,6 +4762,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
        case RENDERPATH_GL20:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
+               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
                        if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
@@ -4796,6 +4860,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
                if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
                if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
+               if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
+               if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
                if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
                if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
                if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
@@ -4820,6 +4886,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
                R_SetupShader_SetPermutationCG(mode, permutation);
+               if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
                        if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
@@ -4934,6 +5001,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
                if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
@@ -5121,6 +5190,7 @@ void R_SkinFrame_Purge(void)
                                R_PurgeTexture(s->gloss );s->gloss  = NULL;
                                R_PurgeTexture(s->glow  );s->glow   = NULL;
                                R_PurgeTexture(s->fog   );s->fog    = NULL;
+                               R_PurgeTexture(s->reflect);s->reflect = NULL;
                                s->loadsequence = 0;
                        }
                }
@@ -5277,6 +5347,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        if (ddsbase)
@@ -5335,6 +5406,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
                skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
                skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
@@ -5402,6 +5474,15 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                pixels = NULL;
        }
 
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
+       {
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
+                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
+               Mem_Free(pixels);
+               pixels = NULL;
+       }
+
        if (basepixels)
                Mem_Free(basepixels);
 
@@ -5432,6 +5513,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -5500,6 +5582,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -5620,6 +5703,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -5667,6 +5751,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        skinframe->avgcolor[0] = rand() / RAND_MAX;
@@ -5677,6 +5762,136 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        return skinframe;
 }
 
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+       char *suffix;
+       qboolean flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+       {
+               {"px",   false, false, false},
+               {"nx",   false, false, false},
+               {"py",   false, false, false},
+               {"ny",   false, false, false},
+               {"pz",   false, false, false},
+               {"nz",   false, false, false}
+       },
+       {
+               {"posx", false, false, false},
+               {"negx", false, false, false},
+               {"posy", false, false, false},
+               {"negy", false, false, false},
+               {"posz", false, false, false},
+               {"negz", false, false, false}
+       },
+       {
+               {"rt",    true, false,  true},
+               {"lf",   false,  true,  true},
+               {"ft",    true,  true, false},
+               {"bk",   false, false, false},
+               {"up",    true, false,  true},
+               {"dn",    true, false,  true}
+       }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_LoadCubemap(const char *basename)
+{
+       int i, j, cubemapsize;
+       unsigned char *cubemappixels, *image_buffer;
+       rtexture_t *cubemaptexture;
+       char name[256];
+       // must start 0 so the first loadimagepixels has no requested width/height
+       cubemapsize = 0;
+       cubemappixels = NULL;
+       cubemaptexture = NULL;
+       // keep trying different suffix groups (posx, px, rt) until one loads
+       for (j = 0;j < 3 && !cubemappixels;j++)
+       {
+               // load the 6 images in the suffix group
+               for (i = 0;i < 6;i++)
+               {
+                       // generate an image name based on the base and and suffix
+                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       // load it
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false)))
+                       {
+                               // an image loaded, make sure width and height are equal
+                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
+                               {
+                                       // if this is the first image to load successfully, allocate the cubemap memory
+                                       if (!cubemappixels && image_width >= 1)
+                                       {
+                                               cubemapsize = image_width;
+                                               // note this clears to black, so unavailable sides are black
+                                               cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                       }
+                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
+                                       if (cubemappixels)
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                               }
+                               else
+                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               // free the image
+                               Mem_Free(image_buffer);
+                       }
+               }
+       }
+       // if a cubemap loaded, upload it
+       if (cubemappixels)
+       {
+               if (developer_loading.integer)
+                       Con_Printf("loading cubemap \"%s\"\n", basename);
+
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
+               Mem_Free(cubemappixels);
+       }
+       else
+       {
+               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
+               if (developer_loading.integer)
+               {
+                       Con_Printf("(tried tried images ");
+                       for (j = 0;j < 3;j++)
+                               for (i = 0;i < 6;i++)
+                                       Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+                       Con_Print(" and was unable to find any of them).\n");
+               }
+       }
+       return cubemaptexture;
+}
+
+rtexture_t *R_GetCubemap(const char *basename)
+{
+       int i;
+       for (i = 0;i < r_texture_numcubemaps;i++)
+               if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
+                       return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
+       if (i >= MAX_CUBEMAPS)
+               return r_texture_whitecube;
+       r_texture_numcubemaps++;
+       strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
+       r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
+       return r_texture_cubemaps[i].texture;
+}
+
+void R_FreeCubemaps(void)
+{
+       int i;
+       for (i = 0;i < r_texture_numcubemaps;i++)
+       {
+               if (developer_loading.integer)
+                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
+               if (r_texture_cubemaps[i].texture)
+                       R_FreeTexture(r_texture_cubemaps[i].texture);
+       }
+       r_texture_numcubemaps = 0;
+}
+
 void R_Main_FreeViewCache(void)
 {
        if (r_refdef.viewcache.entityvisible)
@@ -5740,6 +5955,7 @@ void gl_main_start(void)
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
        r_texture_gammaramps = NULL;
+       r_texture_numcubemaps = 0;
 
        r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
        r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
@@ -5848,6 +6064,7 @@ void gl_main_shutdown(void)
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
        r_texture_gammaramps = NULL;
+       r_texture_numcubemaps = 0;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
@@ -8759,6 +8976,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        t->glosstexture = r_texture_black;
        t->glowtexture = t->currentskinframe->glow;
        t->fogtexture = t->currentskinframe->fog;
+       t->reflectmasktexture = t->currentskinframe->reflect;
        if (t->backgroundnumskinframes)
        {
                t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
@@ -8812,6 +9030,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->glosstexture = r_texture_black;
                t->glowtexture = NULL;
                t->fogtexture = NULL;
+               t->reflectmasktexture = NULL;
                t->backgroundbasetexture = NULL;
                t->backgroundnmaptexture = r_texture_blanknormalmap;
                t->backgroundglosstexture = r_texture_black;
index cd4bc4a..65daa7b 100644 (file)
@@ -20,6 +20,7 @@ cvar_t gl_texturecompression_q3bsplightmaps = {CVAR_SAVE, "gl_texturecompression
 cvar_t gl_texturecompression_q3bspdeluxemaps = {CVAR_SAVE, "gl_texturecompression_q3bspdeluxemaps", "0", "whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)"};
 cvar_t gl_texturecompression_sky = {CVAR_SAVE, "gl_texturecompression_sky", "0", "whether to compress sky textures"};
 cvar_t gl_texturecompression_lightcubemaps = {CVAR_SAVE, "gl_texturecompression_lightcubemaps", "1", "whether to compress light cubemaps (spotlights and other light projection images)"};
+cvar_t gl_texturecompression_reflectmask = {CVAR_SAVE, "gl_texturecompression_reflectmask", "1", "whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap)"};
 cvar_t gl_nopartialtextureupdates = {CVAR_SAVE, "gl_nopartialtextureupdates", "1", "use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver"};
 
 int            gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
@@ -577,6 +578,7 @@ void R_Textures_Init (void)
        Cvar_RegisterVariable (&gl_texturecompression_q3bspdeluxemaps);
        Cvar_RegisterVariable (&gl_texturecompression_sky);
        Cvar_RegisterVariable (&gl_texturecompression_lightcubemaps);
+       Cvar_RegisterVariable (&gl_texturecompression_reflectmask);
        Cvar_RegisterVariable (&gl_nopartialtextureupdates);
 
        R_RegisterModule("R_Textures", r_textures_start, r_textures_shutdown, r_textures_newmap);
index 1129164..e1d86cb 100644 (file)
@@ -1905,6 +1905,8 @@ void Mod_LoadQ3Shaders(void)
                                        shader.dpshadow = true;
                                else if (!strcasecmp(parameter[0], "dpnoshadow"))
                                        shader.dpnoshadow = true;
+                               else if (!strcasecmp(parameter[0], "dpreflectcube"))
+                                       strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
                                else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
@@ -2209,6 +2211,8 @@ nothing                GL_ZERO GL_ONE
                texture->r_water_wateralpha = shader->r_water_wateralpha;
                texture->specularscalemod = shader->specularscalemod;
                texture->specularpowermod = shader->specularpowermod;
+               if (shader->dpreflectcube[0])
+                       texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
        }
        else if (!strcmp(texture->name, "noshader") || !texture->name[0])
        {
index c0e263f..1e0c779 100644 (file)
@@ -53,6 +53,7 @@ typedef struct skinframe_s
        rtexture_t *gloss; // glossmap (for dot3)
        rtexture_t *glow; // glow only (fullbrights)
        rtexture_t *fog; // alpha of the base texture (if not opaque)
+       rtexture_t *reflect; // colored mask for cubemap reflections
        // accounting data for hash searches:
        // the compare variables are used to identify internal skins from certain
        // model formats
@@ -383,6 +384,9 @@ typedef struct q3shaderinfo_s
        qboolean dpshadow;
        qboolean dpnoshadow;
 
+       // fake reflection
+       char dpreflectcube[Q3PATHLENGTH];
+
        // reflection
        float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
        float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
@@ -487,6 +491,8 @@ typedef struct texture_s
        rtexture_t *glosstexture; // glossmap (for dot3)
        rtexture_t *glowtexture; // glow only (fullbrights)
        rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
+       rtexture_t *reflectmasktexture; // mask for fake reflections
+       rtexture_t *reflectcubetexture; // fake reflections cubemap
        rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
        rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
        rtexture_t *backgroundglosstexture; // glossmap (for dot3)
index 07ae3e9..9e84a43 100644 (file)
@@ -350,16 +350,6 @@ vec3_t r_editlights_cursorlocation;
 
 extern int con_vislines;
 
-typedef struct cubemapinfo_s
-{
-       char basename[64];
-       rtexture_t *texture;
-}
-cubemapinfo_t;
-
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
 void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -505,7 +495,6 @@ void R_Shadow_FreeShadowMaps(void)
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
-       numcubemaps = 0;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -581,7 +570,6 @@ void r_shadow_shutdown(void)
        r_shadow_prepass_width = r_shadow_prepass_height = 0;
 
        CHECKGLERROR
-       numcubemaps = 0;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -3455,7 +3443,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
 
        // load cubemap
-       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
+       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
 
        // look up the light style value at this time
        f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
@@ -4482,140 +4470,6 @@ void R_Shadow_DrawCoronas(void)
 
 
 
-//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
-typedef struct suffixinfo_s
-{
-       char *suffix;
-       qboolean flipx, flipy, flipdiagonal;
-}
-suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
-{
-       {
-               {"px",   false, false, false},
-               {"nx",   false, false, false},
-               {"py",   false, false, false},
-               {"ny",   false, false, false},
-               {"pz",   false, false, false},
-               {"nz",   false, false, false}
-       },
-       {
-               {"posx", false, false, false},
-               {"negx", false, false, false},
-               {"posy", false, false, false},
-               {"negy", false, false, false},
-               {"posz", false, false, false},
-               {"negz", false, false, false}
-       },
-       {
-               {"rt",    true, false,  true},
-               {"lf",   false,  true,  true},
-               {"ft",    true,  true, false},
-               {"bk",   false, false, false},
-               {"up",    true, false,  true},
-               {"dn",    true, false,  true}
-       }
-};
-
-static int componentorder[4] = {0, 1, 2, 3};
-
-rtexture_t *R_Shadow_LoadCubemap(const char *basename)
-{
-       int i, j, cubemapsize;
-       unsigned char *cubemappixels, *image_buffer;
-       rtexture_t *cubemaptexture;
-       char name[256];
-       // must start 0 so the first loadimagepixels has no requested width/height
-       cubemapsize = 0;
-       cubemappixels = NULL;
-       cubemaptexture = NULL;
-       // keep trying different suffix groups (posx, px, rt) until one loads
-       for (j = 0;j < 3 && !cubemappixels;j++)
-       {
-               // load the 6 images in the suffix group
-               for (i = 0;i < 6;i++)
-               {
-                       // generate an image name based on the base and and suffix
-                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
-                       // load it
-                       if ((image_buffer = loadimagepixelsbgra(name, false, false)))
-                       {
-                               // an image loaded, make sure width and height are equal
-                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
-                               {
-                                       // if this is the first image to load successfully, allocate the cubemap memory
-                                       if (!cubemappixels && image_width >= 1)
-                                       {
-                                               cubemapsize = image_width;
-                                               // note this clears to black, so unavailable sides are black
-                                               cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
-                                       }
-                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
-                                       if (cubemappixels)
-                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
-                               }
-                               else
-                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
-                               // free the image
-                               Mem_Free(image_buffer);
-                       }
-               }
-       }
-       // if a cubemap loaded, upload it
-       if (cubemappixels)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("loading cubemap \"%s\"\n", basename);
-
-               if (!r_shadow_filters_texturepool)
-                       r_shadow_filters_texturepool = R_AllocTexturePool();
-               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
-               Mem_Free(cubemappixels);
-       }
-       else
-       {
-               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
-               if (developer_loading.integer)
-               {
-                       Con_Printf("(tried tried images ");
-                       for (j = 0;j < 3;j++)
-                               for (i = 0;i < 6;i++)
-                                       Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
-                       Con_Print(" and was unable to find any of them).\n");
-               }
-       }
-       return cubemaptexture;
-}
-
-rtexture_t *R_Shadow_Cubemap(const char *basename)
-{
-       int i;
-       for (i = 0;i < numcubemaps;i++)
-               if (!strcasecmp(cubemaps[i].basename, basename))
-                       return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
-       if (i >= MAX_CUBEMAPS)
-               return r_texture_whitecube;
-       numcubemaps++;
-       strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
-       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
-       return cubemaps[i].texture;
-}
-
-void R_Shadow_FreeCubemaps(void)
-{
-       int i;
-       for (i = 0;i < numcubemaps;i++)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
-               if (cubemaps[i].texture)
-                       R_FreeTexture(cubemaps[i].texture);
-       }
-
-       numcubemaps = 0;
-       R_FreeTexturePool(&r_shadow_filters_texturepool);
-}
-
 dlight_t *R_Shadow_NewWorldLight(void)
 {
        return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
@@ -4682,7 +4536,6 @@ void R_Shadow_ClearWorldLights(void)
                        R_Shadow_FreeWorldLight(light);
        }
        r_shadow_selectedlight = NULL;
-       R_Shadow_FreeCubemaps();
 }
 
 void R_Shadow_SelectLight(dlight_t *light)
index a34e624..ac32dc3 100644 (file)
@@ -63,8 +63,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
 extern matrix4x4_t matrix_attenuationxyz;
 extern matrix4x4_t matrix_attenuationz;
 
-rtexture_t *R_Shadow_Cubemap(const char *basename);
-
 void R_Shadow_UpdateWorldLightSelection(void);
 
 extern rtlight_t *r_shadow_compilingrtlight;
index 87d769e..63c4769 100644 (file)
@@ -87,6 +87,7 @@ extern cvar_t gl_texturecompression_q3bsplightmaps;
 extern cvar_t gl_texturecompression_q3bspdeluxemaps;
 extern cvar_t gl_texturecompression_sky;
 extern cvar_t gl_texturecompression_lightcubemaps;
+extern cvar_t gl_texturecompression_reflectmask;
 
 // add a texture to a pool and optionally precache (upload) it
 // (note: data == NULL is perfectly acceptable)
index 0fb84ef..b7e8f85 100644 (file)
--- a/render.h
+++ b/render.h
@@ -145,6 +145,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 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);
 skinframe_t *R_SkinFrame_LoadMissing(void);
 
+rtexture_t *R_GetCubemap(const char *basename);
+
 void R_View_WorldVisibility(qboolean forcenovis);
 void R_DrawDecals(void);
 void R_DrawParticles(void);
@@ -450,6 +452,9 @@ typedef enum gl20_texunit_e
        // lightmap prepass data (screenspace diffuse and specular from lights)
        GL20TU_SCREENDIFFUSE = 11,
        GL20TU_SCREENSPECULAR = 12,
+       // fake reflections
+       GL20TU_REFLECTMASK = 14,
+       GL20TU_REFLECTCUBE = 15
 }
 gl20_texunit;