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"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 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)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 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"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 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)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 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"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 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)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 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"};
72 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"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 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"};
75 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"};
76 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"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 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"};
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117 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)"};
118 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"};
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
139 //cvar_t r_glsl_postprocess_sobel = {CVAR_SAVE, "r_glsl_postprocess_sobel", "0", "1 = use the sobel operator on the final output (this causes grey-scaling), 2 = combine sobel and blur"};
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
165 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"};
167 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"};
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 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"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181 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)"};
183 extern cvar_t v_glslgamma;
185 extern qboolean v_flipped_state;
187 static struct r_bloomstate_s
192 int bloomwidth, bloomheight;
194 int screentexturewidth, screentextureheight;
195 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197 int bloomtexturewidth, bloomtextureheight;
198 rtexture_t *texture_bloom;
200 // arrays for rendering the screen passes
201 float screentexcoord2f[8];
202 float bloomtexcoord2f[8];
203 float offsettexcoord2f[8];
205 r_viewport_t viewport;
209 r_waterstate_t r_waterstate;
211 /// shadow volume bsp struct with automatically growing nodes buffer
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
243 typedef struct r_qwskincache_s
245 char name[MAX_QPATH];
246 skinframe_t *skinframe;
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 for (i = 0;i < verts;i++)
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 for (i = 0;i < verts;i++)
289 // FIXME: move this to client?
292 if (gamemode == GAME_NEHAHRA)
294 Cvar_Set("gl_fogenable", "0");
295 Cvar_Set("gl_fogdensity", "0.2");
296 Cvar_Set("gl_fogred", "0.3");
297 Cvar_Set("gl_foggreen", "0.3");
298 Cvar_Set("gl_fogblue", "0.3");
300 r_refdef.fog_density = 0;
301 r_refdef.fog_red = 0;
302 r_refdef.fog_green = 0;
303 r_refdef.fog_blue = 0;
304 r_refdef.fog_alpha = 1;
305 r_refdef.fog_start = 0;
306 r_refdef.fog_end = 16384;
307 r_refdef.fog_height = 1<<30;
308 r_refdef.fog_fadedepth = 128;
309 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 static void R_BuildBlankTextures(void)
314 unsigned char data[4];
315 data[2] = 128; // normal X
316 data[1] = 128; // normal Y
317 data[0] = 255; // normal Z
318 data[3] = 128; // height
319 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
334 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
337 static void R_BuildNoTexture(void)
340 unsigned char pix[16][16][4];
341 // this makes a light grey/dark grey checkerboard texture
342 for (y = 0;y < 16;y++)
344 for (x = 0;x < 16;x++)
346 if ((y < 8) ^ (x < 8))
362 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
365 static void R_BuildWhiteCube(void)
367 unsigned char data[6*1*1*4];
368 memset(data, 255, sizeof(data));
369 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
372 static void R_BuildNormalizationCube(void)
376 vec_t s, t, intensity;
379 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380 for (side = 0;side < 6;side++)
382 for (y = 0;y < NORMSIZE;y++)
384 for (x = 0;x < NORMSIZE;x++)
386 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422 intensity = 127.0f / sqrt(DotProduct(v, v));
423 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426 data[((side*64+y)*64+x)*4+3] = 255;
430 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
434 static void R_BuildFogTexture(void)
438 unsigned char data1[FOGWIDTH][4];
439 //unsigned char data2[FOGWIDTH][4];
442 r_refdef.fogmasktable_start = r_refdef.fog_start;
443 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444 r_refdef.fogmasktable_range = r_refdef.fogrange;
445 r_refdef.fogmasktable_density = r_refdef.fog_density;
447 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450 d = (x * r - r_refdef.fogmasktable_start);
451 if(developer_extra.integer)
452 Con_DPrintf("%f ", d);
454 if (r_fog_exp2.integer)
455 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458 if(developer_extra.integer)
459 Con_DPrintf(" : %f ", alpha);
460 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461 if(developer_extra.integer)
462 Con_DPrintf(" = %f\n", alpha);
463 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466 for (x = 0;x < FOGWIDTH;x++)
468 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
473 //data2[x][0] = 255 - b;
474 //data2[x][1] = 255 - b;
475 //data2[x][2] = 255 - b;
478 if (r_texture_fogattenuation)
480 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
485 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);
486 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
490 static void R_BuildFogHeightTexture(void)
492 unsigned char *inpixels;
500 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501 if (r_refdef.fogheighttexturename[0])
502 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
505 r_refdef.fog_height_tablesize = 0;
506 if (r_texture_fogheighttexture)
507 R_FreeTexture(r_texture_fogheighttexture);
508 r_texture_fogheighttexture = NULL;
509 if (r_refdef.fog_height_table2d)
510 Mem_Free(r_refdef.fog_height_table2d);
511 r_refdef.fog_height_table2d = NULL;
512 if (r_refdef.fog_height_table1d)
513 Mem_Free(r_refdef.fog_height_table1d);
514 r_refdef.fog_height_table1d = NULL;
518 r_refdef.fog_height_tablesize = size;
519 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523 // LordHavoc: now the magic - what is that table2d for? it is a cooked
524 // average fog color table accounting for every fog layer between a point
525 // and the camera. (Note: attenuation is handled separately!)
526 for (y = 0;y < size;y++)
528 for (x = 0;x < size;x++)
534 for (j = x;j <= y;j++)
536 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
542 for (j = x;j >= y;j--)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
558 //=======================================================================================================================================================
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "# extension GL_EXT_gpu_shader4 : enable\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "# extension GL_ARB_texture_gather : enable\n"
586 "# ifdef GL_AMD_texture_texture4\n"
587 "# extension GL_AMD_texture_texture4 : enable\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
637 "#ifdef FRAGMENT_SHADER\n"
640 " gl_FragColor = gl_Color;\n"
643 "#else // !MODE_SHOWDEPTH\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
666 "uniform sampler2D Texture_Second;\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "//uniform float UseSobel;\n"
680 "uniform vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
687 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#ifdef USEVIEWTINT\n"
692 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// 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"
698 " vec3 sobel = vec3(1.0);\n"
699 " // vec2 ts = textureSize(Texture_First, 0);\n"
700 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 " vec2 px = PixelSize;\n"
702 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
704 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
707 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
710 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
713 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 " float px1 = -1.0 * (0.30*x1.r + 0.59*x1.g + 0.11*x1.b);\n"
715 " float px2 = -2.0 * (0.30*x2.r + 0.59*x2.g + 0.11*x2.b);\n"
716 " float px3 = -1.0 * (0.30*x3.r + 0.59*x3.g + 0.11*x3.b);\n"
717 " float px4 = 1.0 * (0.30*x4.r + 0.59*x4.g + 0.11*x4.b);\n"
718 " float px5 = 2.0 * (0.30*x5.r + 0.59*x5.g + 0.11*x5.b);\n"
719 " float px6 = 1.0 * (0.30*x6.r + 0.59*x6.g + 0.11*x6.b);\n"
720 " float py1 = -1.0 * (0.30*y1.r + 0.59*y1.g + 0.11*y1.b);\n"
721 " float py2 = -2.0 * (0.30*y2.r + 0.59*y2.g + 0.11*y2.b);\n"
722 " float py3 = -1.0 * (0.30*y3.r + 0.59*y3.g + 0.11*y3.b);\n"
723 " float py4 = 1.0 * (0.30*y4.r + 0.59*y4.g + 0.11*y4.b);\n"
724 " float py5 = 2.0 * (0.30*y5.r + 0.59*y5.g + 0.11*y5.b);\n"
725 " float py6 = 1.0 * (0.30*y6.r + 0.59*y6.g + 0.11*y6.b);\n"
726 " sobel = vec3(0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6));\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
732 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 " gl_FragColor.rgb = gl_FragColor.rgb * UserVec2.x + vec3(max(0, sobel - UserVec2.z))*UserVec2.y;\n"
736 "#ifdef USESATURATION\n"
737 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
743 "#ifdef USEGAMMARAMPS\n"
744 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
750 "#else // !MODE_POSTPROCESS\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
762 "#ifdef VERTEX_SHADER\n"
765 " gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#ifdef USESPECULAR\n"
770 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
786 " gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
791 "#ifdef USESPECULAR\n"
792 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 " gl_FragColor *= tex2;\n"
797 " gl_FragColor += tex2;\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
805 "#else // !MODE_GENERIC\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
815 " gl_FrontColor = gl_Color;\n"
816 " TexCoord = gl_MultiTexCoord0.xy;\n"
817 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
828 " vec2 tc = TexCoord;\n"
829 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 " tc += BloomBlur_Parameters.xy;\n"
831 " for (i = 1;i < SAMPLES;i++)\n"
833 " color += texture2D(Texture_First, tc).rgb;\n"
834 " tc += BloomBlur_Parameters.xy;\n"
836 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
848 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 " ModelViewProjectionPosition = gl_Position;\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
869 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 " // FIXME temporary hack to detect the case that the reflection\n"
874 " // gets blackened at edges due to leaving the area that contains actual\n"
876 " // Remove this 'ack once we have a better way to stop this thing from\n"
878 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
886 "#else // !MODE_REFRACTION\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
901 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 " ModelViewProjectionPosition = gl_Position;\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
926 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " // FIXME temporary hack to detect the case that the reflection\n"
932 " // gets blackened at edges due to leaving the area that contains actual\n"
934 " // Remove this 'ack once we have a better way to stop this thing from\n"
936 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
950 "#else // !MODE_WATER\n"
955 "// common definitions between vertex shader and fragment shader:\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1001 "uniform vec4 FogPlane;\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1011 "// 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"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1020 "uniform sampler2D Texture_Glow;\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 " fogfrac = fogheightpixel.a;\n"
1075 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 " // 14 sample relief mapping: linear search and then binary search\n"
1093 " // this basically steps forward a small amount repeatedly until it finds\n"
1094 " // itself inside solid, then jitters forward and back using decreasing\n"
1095 " // amounts to find the impact\n"
1096 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 RT = vec3(TexCoord, 1);\n"
1100 " OffsetVector *= 0.1;\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1117 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 " // this basically moves forward the full distance, and then backs up based\n"
1119 " // on height of samples\n"
1120 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " TexCoord += OffsetVector;\n"
1124 " OffsetVector *= 0.333;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " return TexCoord;\n"
1131 "#endif // USEOFFSETMAPPING\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 " vec3 adir = abs(dir);\n"
1181 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 " vec3 adir = abs(dir);\n"
1189 " float ma = adir.z;\n"
1190 " vec4 proj = vec4(dir, 2.5);\n"
1191 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1211 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "# ifdef USESHADOWSAMPLER\n"
1215 "# ifdef USESHADOWMAPPCF\n"
1216 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 " 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"
1219 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1224 "# ifdef USESHADOWMAPPCF\n"
1225 "# if USESHADOWMAPPCF > 1\n"
1226 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 " 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"
1229 " 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"
1230 " 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"
1231 " 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"
1232 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 " vec2 offset = fract(shadowmaptc.xy);\n"
1237 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1239 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1240 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1244 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1248 "# ifdef USESHADOWMAPORTHO\n"
1249 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1259 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1262 "# ifdef USESHADOWSAMPLER\n"
1263 "# ifdef USESHADOWMAPPCF\n"
1264 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 " 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"
1268 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1271 "# ifdef USESHADOWMAPPCF\n"
1272 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "# ifdef GL_ARB_texture_gather\n"
1274 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "# if USESHADOWMAPPCF > 1\n"
1280 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1284 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1285 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1286 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1287 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1288 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1289 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 " locols.yz += group2.ab;\n"
1292 " hicols.yz += group8.rg;\n"
1293 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 " mix(locols, hicols, offset.y);\n"
1296 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 " f = dot(cols, vec4(1.0/25.0));\n"
1300 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1303 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1304 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1309 "# ifdef GL_EXT_gpu_shader4\n"
1310 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1314 "# if USESHADOWMAPPCF > 1\n"
1315 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 " center *= ShadowMap_TextureScale;\n"
1317 " 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"
1318 " 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"
1319 " 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"
1320 " 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"
1321 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1327 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1328 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1333 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1336 "# ifdef USESHADOWMAPORTHO\n"
1337 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1347 " // apply depth texture cubemap as light filter\n"
1348 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "# ifdef USESHADOWSAMPLER\n"
1351 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1373 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 " gl_FrontColor = gl_Color;\n"
1376 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1379 " // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1387 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "#endif // VERTEX_SHADER\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 " // apply offsetmapping\n"
1399 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1403 "#ifdef USEALPHAKILL\n"
1404 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1423 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1436 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "#endif // VERTEX_SHADER\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 " // calculate viewspace pixel position\n"
1455 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 " // decode viewspace pixel normal\n"
1460 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 " // surfacenormal = pixel normal in viewspace\n"
1463 " // LightVector = pixel to light in viewspace\n"
1464 " // CubeVector = position in lightspace\n"
1465 " // eyevector = pixel to view in viewspace\n"
1466 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 " // calculate diffuse shading\n"
1470 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#ifdef USESPECULAR\n"
1474 " // calculate directional shading\n"
1475 " vec3 eyevector = position * -1.0;\n"
1476 "# ifdef USEEXACTSPECULARMATH\n"
1477 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 " fade *= ShadowMapCompare(CubeVector);\n"
1488 "#ifdef USEDIFFUSE\n"
1489 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#ifdef USESPECULAR\n"
1494 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1499 "# ifdef USECUBEFILTER\n"
1500 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 " gl_FragData[0].rgb *= cubecolor;\n"
1502 " gl_FragData[1].rgb *= cubecolor;\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 " gl_FrontColor = gl_Color;\n"
1527 " // copy the surface texcoord\n"
1528 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#ifdef USELIGHTMAP\n"
1533 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 " // transform vertex position into light attenuation/cubemap space\n"
1538 " // (-1 to +1 across the light box)\n"
1539 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "# ifdef USEDIFFUSE\n"
1542 " // transform unnormalized light direction into tangent space\n"
1543 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 " // normalize it per pixel)\n"
1545 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1558 " // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 " VectorS = gl_MultiTexCoord1.xyz;\n"
1573 " VectorT = gl_MultiTexCoord2.xyz;\n"
1574 " VectorR = gl_MultiTexCoord3.xyz;\n"
1577 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1584 "#ifdef USEREFLECTION\n"
1585 " ModelViewProjectionPosition = gl_Position;\n"
1588 "#endif // VERTEX_SHADER\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1604 "uniform myhalf3 Color_Glow;\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 " // apply offsetmapping\n"
1628 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1632 " // combine the diffuse textures (base, pants, shirt)\n"
1633 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 " if (color.a < 0.5)\n"
1638 " color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1651 " // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1658 " // get the material colors\n"
1659 " myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 " // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1694 " color.rgb = diffusetex * Color_Ambient;\n"
1696 " color.rgb *= LightColor;\n"
1697 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "# ifdef USECUBEFILTER\n"
1702 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#ifdef USEDIFFUSE\n"
1712 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 " // convert modelspace light vector to tangentspace\n"
1722 " myhalf3 lightnormal;\n"
1723 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 " color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1761 "# ifdef USEDIFFUSE\n"
1762 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "# ifdef USESPECULAR\n"
1764 "# ifdef USEEXACTSPECULARMATH\n"
1765 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1775 " color.rgb = diffusetex * Color_Ambient;\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1798 " color.rgb = FogVertex(color.rgb);\n"
1801 " // 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"
1802 "#ifdef USEREFLECTION\n"
1803 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 " // FIXME temporary hack to detect the case that the reflection\n"
1808 " // gets blackened at edges due to leaving the area that contains actual\n"
1810 " // Remove this 'ack once we have a better way to stop this thing from\n"
1812 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1820 " gl_FragColor = vec4(color);\n"
1822 "#endif // FRAGMENT_SHADER\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1836 =========================================================================================================================================================
1840 =========================================================================================================================================================
1844 =========================================================================================================================================================
1848 =========================================================================================================================================================
1852 =========================================================================================================================================================
1856 =========================================================================================================================================================
1860 =========================================================================================================================================================
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1896 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1914 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1926 " gl_FragColor = gl_FrontColor;\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1936 "#ifdef VERTEX_SHADER\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1948 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1963 "uniform sampler2D Texture_Second,\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1983 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#ifdef USEVIEWTINT\n"
1988 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// 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"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1999 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2002 "#ifdef USESATURATION\n"
2003 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2016 "#else // !MODE_POSTPROCESS\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2036 " gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#ifdef USESPECULAR\n"
2041 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2060 "out float4 gl_FragColor : COLOR\n"
2063 " gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2068 "#ifdef USESPECULAR\n"
2069 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 " gl_FragColor *= tex2;\n"
2074 " gl_FragColor += tex2;\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2082 "#else // !MODE_GENERIC\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2098 " TexCoord = gl_MultiTexCoord0.xy;\n"
2099 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2114 " float2 tc = TexCoord;\n"
2115 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 " tc += BloomBlur_Parameters.xy;\n"
2117 " for (i = 1;i < SAMPLES;i++)\n"
2119 " color += tex2D(Texture_First, tc).rgb;\n"
2120 " tc += BloomBlur_Parameters.xy;\n"
2122 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2141 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 " ModelViewProjectionPosition = gl_Position;\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2163 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 " // FIXME temporary hack to detect the case that the reflection\n"
2168 " // gets blackened at edges due to leaving the area that contains actual\n"
2170 " // Remove this 'ack once we have a better way to stop this thing from\n"
2172 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2180 "#else // !MODE_REFRACTION\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 " // FIXME temporary hack to detect the case that the reflection\n"
2235 " // gets blackened at edges due to leaving the area that contains actual\n"
2237 " // Remove this 'ack once we have a better way to stop this thing from\n"
2239 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2253 "#else // !MODE_WATER\n"
2258 "// 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"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 " fogfrac = fogheightpixel.a;\n"
2270 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 " // 14 sample relief mapping: linear search and then binary search\n"
2287 " // this basically steps forward a small amount repeatedly until it finds\n"
2288 " // itself inside solid, then jitters forward and back using decreasing\n"
2289 " // amounts to find the impact\n"
2290 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 RT = float3(TexCoord, 1);\n"
2294 " OffsetVector *= 0.1;\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2311 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 " // this basically moves forward the full distance, and then backs up based\n"
2313 " // on height of samples\n"
2314 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " TexCoord += OffsetVector;\n"
2318 " OffsetVector *= 0.333;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " return TexCoord;\n"
2325 "#endif // USEOFFSETMAPPING\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 " float3 adir = abs(dir);\n"
2336 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 " float3 adir = abs(dir);\n"
2344 " float ma = adir.z;\n"
2345 " float4 proj = float4(dir, 2.5);\n"
2346 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 " float3 adir = abs(dir);\n"
2359 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2376 "# ifdef USESHADOWSAMPLER\n"
2378 "# ifdef USESHADOWMAPPCF\n"
2379 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 " 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"
2382 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2387 "# ifdef USESHADOWMAPPCF\n"
2388 "# if USESHADOWMAPPCF > 1\n"
2389 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 " 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"
2392 " 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"
2393 " 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"
2394 " 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"
2395 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 " float2 offset = frac(shadowmaptc.xy);\n"
2400 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2402 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2403 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2407 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2411 "# ifdef USESHADOWMAPORTHO\n"
2412 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2433 "# ifdef USESHADOWSAMPLER\n"
2434 "# ifdef USESHADOWMAPPCF\n"
2435 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 " 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"
2439 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2442 "# ifdef USESHADOWMAPPCF\n"
2443 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "# ifdef GL_ARB_texture_gather\n"
2445 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 " center *= ShadowMap_TextureScale;\n"
2451 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2454 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2455 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2460 "# if USESHADOWMAPPCF > 1\n"
2461 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 " center *= ShadowMap_TextureScale;\n"
2463 " 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"
2464 " 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"
2465 " 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"
2466 " 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"
2467 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2473 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2474 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2479 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2482 "# ifdef USESHADOWMAPORTHO\n"
2483 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 " // apply depth texture cubemap as light filter\n"
2494 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "# ifdef USESHADOWSAMPLER\n"
2497 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2542 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 " gl_FrontColor = gl_Color;\n"
2545 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2548 " // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2556 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2587 " float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 " // apply offsetmapping\n"
2590 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2594 "#ifdef USEALPHAKILL\n"
2595 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2633 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "#endif // VERTEX_SHADER\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2698 " // calculate viewspace pixel position\n"
2699 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 " float3 position;\n"
2702 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 " // decode viewspace pixel normal\n"
2705 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 " // surfacenormal = pixel normal in viewspace\n"
2708 " // LightVector = pixel to light in viewspace\n"
2709 " // CubeVector = position in lightspace\n"
2710 " // eyevector = pixel to view in viewspace\n"
2711 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 " // calculate diffuse shading\n"
2715 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#ifdef USESPECULAR\n"
2719 " // calculate directional shading\n"
2720 " float3 eyevector = position * -1.0;\n"
2721 "# ifdef USEEXACTSPECULARMATH\n"
2722 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 " fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2747 "#ifdef USEDIFFUSE\n"
2748 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#ifdef USESPECULAR\n"
2753 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2758 "# ifdef USECUBEFILTER\n"
2759 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 " gl_FragData0.rgb *= cubecolor;\n"
2761 " gl_FragData1.rgb *= cubecolor;\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2770 "#ifdef VERTEX_SHADER\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "out float4 gl_Position : POSITION\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 " gl_FrontColor = gl_Color;\n"
2840 " // copy the surface texcoord\n"
2841 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#ifdef USELIGHTMAP\n"
2846 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 " // transform vertex position into light attenuation/cubemap space\n"
2851 " // (-1 to +1 across the light box)\n"
2852 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "# ifdef USEDIFFUSE\n"
2855 " // transform unnormalized light direction into tangent space\n"
2856 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 " // normalize it per pixel)\n"
2858 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2871 " // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 " VectorS = gl_MultiTexCoord1.xyz;\n"
2886 " VectorT = gl_MultiTexCoord2.xyz;\n"
2887 " VectorR = gl_MultiTexCoord3.xyz;\n"
2890 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2897 "#ifdef USEREFLECTION\n"
2898 " ModelViewProjectionPosition = gl_Position;\n"
2901 "#endif // VERTEX_SHADER\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2950 "uniform sampler2D Texture_Glow,\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3014 "uniform half3 Color_Glow,\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "out float4 gl_FragColor : COLOR\n"
3079 " float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 " // apply offsetmapping\n"
3085 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3089 " // combine the diffuse textures (base, pants, shirt)\n"
3090 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 " if (color.a < 0.5)\n"
3095 " color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3108 " // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3115 " // get the material colors\n"
3116 " half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 " // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 " half3 lightnormal = half3(normalize(LightVector));\n"
3139 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3151 " color.rgb = diffusetex * Color_Ambient;\n"
3153 " color.rgb *= LightColor;\n"
3154 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3173 "# ifdef USECUBEFILTER\n"
3174 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#ifdef USEDIFFUSE\n"
3184 " half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 " // convert modelspace light vector to tangentspace\n"
3194 " half3 lightnormal;\n"
3195 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 " color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3233 "# ifdef USEDIFFUSE\n"
3234 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "# ifdef USESPECULAR\n"
3236 "# ifdef USEEXACTSPECULARMATH\n"
3237 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3277 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3280 " // 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"
3281 "#ifdef USEREFLECTION\n"
3282 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 " // FIXME temporary hack to detect the case that the reflection\n"
3287 " // gets blackened at edges due to leaving the area that contains actual\n"
3289 " // Remove this 'ack once we have a better way to stop this thing from\n"
3291 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3299 " gl_FragColor = float4(color);\n"
3301 "#endif // FRAGMENT_SHADER\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3317 //=======================================================================================================================================================
3319 typedef struct shaderpermutationinfo_s
3321 const char *pretext;
3324 shaderpermutationinfo_t;
3326 typedef struct shadermodeinfo_s
3328 const char *vertexfilename;
3329 const char *geometryfilename;
3330 const char *fragmentfilename;
3331 const char *pretext;
3336 typedef enum shaderpermutation_e
3338 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 shaderpermutation_t;
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {"#define USEDIFFUSE\n", " diffuse"},
3376 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377 {"#define USEVIEWTINT\n", " viewtint"},
3378 {"#define USECOLORMAPPING\n", " colormapping"},
3379 {"#define USESATURATION\n", " saturation"},
3380 {"#define USEFOGINSIDE\n", " foginside"},
3381 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383 {"#define USEGAMMARAMPS\n", " gammaramps"},
3384 {"#define USECUBEFILTER\n", " cubefilter"},
3385 {"#define USEGLOW\n", " glow"},
3386 {"#define USEBLOOM\n", " bloom"},
3387 {"#define USESPECULAR\n", " specular"},
3388 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390 {"#define USEREFLECTION\n", " reflection"},
3391 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402 {"#define USEALPHAKILL\n", " alphakill"},
3403 {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3409 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3472 /// hash lookup data
3473 struct r_glsl_permutation_s *hashnext;
3475 unsigned int permutation;
3477 /// indicates if we have tried compiling this permutation already
3479 /// 0 if compilation failed
3481 /// locations of detected uniforms in program object, or -1 if not found
3482 int loc_Texture_First;
3483 int loc_Texture_Second;
3484 int loc_Texture_GammaRamps;
3485 int loc_Texture_Normal;
3486 int loc_Texture_Color;
3487 int loc_Texture_Gloss;
3488 int loc_Texture_Glow;
3489 int loc_Texture_SecondaryNormal;
3490 int loc_Texture_SecondaryColor;
3491 int loc_Texture_SecondaryGloss;
3492 int loc_Texture_SecondaryGlow;
3493 int loc_Texture_Pants;
3494 int loc_Texture_Shirt;
3495 int loc_Texture_FogHeightTexture;
3496 int loc_Texture_FogMask;
3497 int loc_Texture_Lightmap;
3498 int loc_Texture_Deluxemap;
3499 int loc_Texture_Attenuation;
3500 int loc_Texture_Cube;
3501 int loc_Texture_Refraction;
3502 int loc_Texture_Reflection;
3503 int loc_Texture_ShadowMapRect;
3504 int loc_Texture_ShadowMapCube;
3505 int loc_Texture_ShadowMap2D;
3506 int loc_Texture_CubeProjection;
3507 int loc_Texture_ScreenDepth;
3508 int loc_Texture_ScreenNormalMap;
3509 int loc_Texture_ScreenDiffuse;
3510 int loc_Texture_ScreenSpecular;
3511 int loc_Texture_ReflectMask;
3512 int loc_Texture_ReflectCube;
3514 int loc_BloomBlur_Parameters;
3516 int loc_Color_Ambient;
3517 int loc_Color_Diffuse;
3518 int loc_Color_Specular;
3520 int loc_Color_Pants;
3521 int loc_Color_Shirt;
3522 int loc_DeferredColor_Ambient;
3523 int loc_DeferredColor_Diffuse;
3524 int loc_DeferredColor_Specular;
3525 int loc_DeferredMod_Diffuse;
3526 int loc_DeferredMod_Specular;
3527 int loc_DistortScaleRefractReflect;
3528 int loc_EyePosition;
3530 int loc_FogHeightFade;
3532 int loc_FogPlaneViewDist;
3533 int loc_FogRangeRecip;
3536 int loc_LightPosition;
3537 int loc_OffsetMapping_Scale;
3539 int loc_ReflectColor;
3540 int loc_ReflectFactor;
3541 int loc_ReflectOffset;
3542 int loc_RefractColor;
3544 int loc_ScreenCenterRefractReflect;
3545 int loc_ScreenScaleRefractReflect;
3546 int loc_ScreenToDepth;
3547 int loc_ShadowMap_Parameters;
3548 int loc_ShadowMap_TextureScale;
3549 int loc_SpecularPower;
3554 // int loc_UseSobel;
3555 int loc_ViewTintColor;
3556 int loc_ViewToLight;
3557 int loc_ModelToLight;
3559 int loc_BackgroundTexMatrix;
3560 int loc_ModelViewProjectionMatrix;
3561 int loc_ModelViewMatrix;
3562 int loc_PixelToScreenTexCoord;
3563 int loc_ModelToReflectCube;
3564 int loc_ShadowMapMatrix;
3566 r_glsl_permutation_t;
3568 #define SHADERPERMUTATION_HASHSIZE 256
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3579 //unsigned int hashdepth = 0;
3580 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581 r_glsl_permutation_t *p;
3582 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3584 if (p->mode == mode && p->permutation == permutation)
3586 //if (hashdepth > 10)
3587 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3592 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3594 p->permutation = permutation;
3595 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596 r_glsl_permutationhash[mode][hashindex] = p;
3597 //if (hashdepth > 10)
3598 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3605 if (!filename || !filename[0])
3607 if (!strcmp(filename, "glsl/default.glsl"))
3609 if (!glslshaderstring)
3611 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612 if (glslshaderstring)
3613 Con_DPrintf("Loading shaders from file %s...\n", filename);
3615 glslshaderstring = (char *)builtinshaderstring;
3617 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619 return shaderstring;
3621 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3624 if (printfromdisknotice)
3625 Con_DPrintf("from disk %s... ", filename);
3626 return shaderstring;
3628 return shaderstring;
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3634 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635 int vertstrings_count = 0;
3636 int geomstrings_count = 0;
3637 int fragstrings_count = 0;
3638 char *vertexstring, *geometrystring, *fragmentstring;
3639 const char *vertstrings_list[32+3];
3640 const char *geomstrings_list[32+3];
3641 const char *fragstrings_list[32+3];
3642 char permutationname[256];
3649 permutationname[0] = 0;
3650 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3654 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3656 // the first pretext is which type of shader to compile as
3657 // (later these will all be bound together as a program object)
3658 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3662 // the second pretext is the mode (for example a light source)
3663 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3668 // now add all the permutation pretexts
3669 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3671 if (permutation & (1<<i))
3673 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3680 // keep line numbers correct
3681 vertstrings_list[vertstrings_count++] = "\n";
3682 geomstrings_list[geomstrings_count++] = "\n";
3683 fragstrings_list[fragstrings_count++] = "\n";
3687 // now append the shader text itself
3688 vertstrings_list[vertstrings_count++] = vertexstring;
3689 geomstrings_list[geomstrings_count++] = geometrystring;
3690 fragstrings_list[fragstrings_count++] = fragmentstring;
3692 // if any sources were NULL, clear the respective list
3694 vertstrings_count = 0;
3695 if (!geometrystring)
3696 geomstrings_count = 0;
3697 if (!fragmentstring)
3698 fragstrings_count = 0;
3700 // compile the shader program
3701 if (vertstrings_count + geomstrings_count + fragstrings_count)
3702 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3706 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707 // look up all the uniform variable names we care about, so we don't
3708 // have to look them up every time we set them
3710 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3711 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3712 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3715 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3742 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3744 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3747 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3748 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3749 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3757 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3758 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3760 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3763 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3764 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3767 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3768 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3771 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3772 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3778 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3779 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3780 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3781 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3782 // p->loc_UseSobel = qglGetUniformLocationARB(p->program, "UseSobel");
3783 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3784 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3785 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3786 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3787 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3788 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3789 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3790 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3791 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3792 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3793 // initialize the samplers to refer to the texture units we use
3794 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3795 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3796 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3797 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3798 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3799 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3800 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3801 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3802 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3803 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3804 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3805 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3806 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3807 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3808 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3809 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3810 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3811 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3812 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3813 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3814 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3815 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3816 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3817 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3818 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3819 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3820 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3821 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3822 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3823 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3824 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3826 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3829 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3833 Mem_Free(vertexstring);
3835 Mem_Free(geometrystring);
3837 Mem_Free(fragmentstring);
3840 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3842 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3843 if (r_glsl_permutation != perm)
3845 r_glsl_permutation = perm;
3846 if (!r_glsl_permutation->program)
3848 if (!r_glsl_permutation->compiled)
3849 R_GLSL_CompilePermutation(perm, mode, permutation);
3850 if (!r_glsl_permutation->program)
3852 // remove features until we find a valid permutation
3854 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3856 // reduce i more quickly whenever it would not remove any bits
3857 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3858 if (!(permutation & j))
3861 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3862 if (!r_glsl_permutation->compiled)
3863 R_GLSL_CompilePermutation(perm, mode, permutation);
3864 if (r_glsl_permutation->program)
3867 if (i >= SHADERPERMUTATION_COUNT)
3869 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3870 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3871 qglUseProgramObjectARB(0);CHECKGLERROR
3872 return; // no bit left to clear, entire mode is broken
3877 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3879 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3880 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3881 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3885 #include <Cg/cgGL.h>
3886 struct r_cg_permutation_s;
3887 typedef struct r_cg_permutation_s
3889 /// hash lookup data
3890 struct r_cg_permutation_s *hashnext;
3892 unsigned int permutation;
3894 /// indicates if we have tried compiling this permutation already
3896 /// 0 if compilation failed
3899 /// locations of detected parameters in programs, or NULL if not found
3900 CGparameter vp_EyePosition;
3901 CGparameter vp_FogPlane;
3902 CGparameter vp_LightDir;
3903 CGparameter vp_LightPosition;
3904 CGparameter vp_ModelToLight;
3905 CGparameter vp_TexMatrix;
3906 CGparameter vp_BackgroundTexMatrix;
3907 CGparameter vp_ModelViewProjectionMatrix;
3908 CGparameter vp_ModelViewMatrix;
3909 CGparameter vp_ShadowMapMatrix;
3911 CGparameter fp_Texture_First;
3912 CGparameter fp_Texture_Second;
3913 CGparameter fp_Texture_GammaRamps;
3914 CGparameter fp_Texture_Normal;
3915 CGparameter fp_Texture_Color;
3916 CGparameter fp_Texture_Gloss;
3917 CGparameter fp_Texture_Glow;
3918 CGparameter fp_Texture_SecondaryNormal;
3919 CGparameter fp_Texture_SecondaryColor;
3920 CGparameter fp_Texture_SecondaryGloss;
3921 CGparameter fp_Texture_SecondaryGlow;
3922 CGparameter fp_Texture_Pants;
3923 CGparameter fp_Texture_Shirt;
3924 CGparameter fp_Texture_FogHeightTexture;
3925 CGparameter fp_Texture_FogMask;
3926 CGparameter fp_Texture_Lightmap;
3927 CGparameter fp_Texture_Deluxemap;
3928 CGparameter fp_Texture_Attenuation;
3929 CGparameter fp_Texture_Cube;
3930 CGparameter fp_Texture_Refraction;
3931 CGparameter fp_Texture_Reflection;
3932 CGparameter fp_Texture_ShadowMapRect;
3933 CGparameter fp_Texture_ShadowMapCube;
3934 CGparameter fp_Texture_ShadowMap2D;
3935 CGparameter fp_Texture_CubeProjection;
3936 CGparameter fp_Texture_ScreenDepth;
3937 CGparameter fp_Texture_ScreenNormalMap;
3938 CGparameter fp_Texture_ScreenDiffuse;
3939 CGparameter fp_Texture_ScreenSpecular;
3940 CGparameter fp_Texture_ReflectMask;
3941 CGparameter fp_Texture_ReflectCube;
3942 CGparameter fp_Alpha;
3943 CGparameter fp_BloomBlur_Parameters;
3944 CGparameter fp_ClientTime;
3945 CGparameter fp_Color_Ambient;
3946 CGparameter fp_Color_Diffuse;
3947 CGparameter fp_Color_Specular;
3948 CGparameter fp_Color_Glow;
3949 CGparameter fp_Color_Pants;
3950 CGparameter fp_Color_Shirt;
3951 CGparameter fp_DeferredColor_Ambient;
3952 CGparameter fp_DeferredColor_Diffuse;
3953 CGparameter fp_DeferredColor_Specular;
3954 CGparameter fp_DeferredMod_Diffuse;
3955 CGparameter fp_DeferredMod_Specular;
3956 CGparameter fp_DistortScaleRefractReflect;
3957 CGparameter fp_EyePosition;
3958 CGparameter fp_FogColor;
3959 CGparameter fp_FogHeightFade;
3960 CGparameter fp_FogPlane;
3961 CGparameter fp_FogPlaneViewDist;
3962 CGparameter fp_FogRangeRecip;
3963 CGparameter fp_LightColor;
3964 CGparameter fp_LightDir;
3965 CGparameter fp_LightPosition;
3966 CGparameter fp_OffsetMapping_Scale;
3967 CGparameter fp_PixelSize;
3968 CGparameter fp_ReflectColor;
3969 CGparameter fp_ReflectFactor;
3970 CGparameter fp_ReflectOffset;
3971 CGparameter fp_RefractColor;
3972 CGparameter fp_Saturation;
3973 CGparameter fp_ScreenCenterRefractReflect;
3974 CGparameter fp_ScreenScaleRefractReflect;
3975 CGparameter fp_ScreenToDepth;
3976 CGparameter fp_ShadowMap_Parameters;
3977 CGparameter fp_ShadowMap_TextureScale;
3978 CGparameter fp_SpecularPower;
3979 CGparameter fp_UserVec1;
3980 CGparameter fp_UserVec2;
3981 CGparameter fp_UserVec3;
3982 CGparameter fp_UserVec4;
3983 CGparameter fp_ViewTintColor;
3984 CGparameter fp_ViewToLight;
3985 CGparameter fp_PixelToScreenTexCoord;
3986 CGparameter fp_ModelToReflectCube;
3990 /// information about each possible shader permutation
3991 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3992 /// currently selected permutation
3993 r_cg_permutation_t *r_cg_permutation;
3994 /// storage for permutations linked in the hash table
3995 memexpandablearray_t r_cg_permutationarray;
3997 #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));}}
3999 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4001 //unsigned int hashdepth = 0;
4002 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4003 r_cg_permutation_t *p;
4004 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4006 if (p->mode == mode && p->permutation == permutation)
4008 //if (hashdepth > 10)
4009 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4014 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4016 p->permutation = permutation;
4017 p->hashnext = r_cg_permutationhash[mode][hashindex];
4018 r_cg_permutationhash[mode][hashindex] = p;
4019 //if (hashdepth > 10)
4020 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4024 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4027 if (!filename || !filename[0])
4029 if (!strcmp(filename, "cg/default.cg"))
4031 if (!cgshaderstring)
4033 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4035 Con_DPrintf("Loading shaders from file %s...\n", filename);
4037 cgshaderstring = (char *)builtincgshaderstring;
4039 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4040 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4041 return shaderstring;
4043 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4046 if (printfromdisknotice)
4047 Con_DPrintf("from disk %s... ", filename);
4048 return shaderstring;
4050 return shaderstring;
4053 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4055 // TODO: load or create .fp and .vp shader files
4058 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4061 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4062 int vertstrings_count = 0, vertstring_length = 0;
4063 int geomstrings_count = 0, geomstring_length = 0;
4064 int fragstrings_count = 0, fragstring_length = 0;
4066 char *vertexstring, *geometrystring, *fragmentstring;
4067 char *vertstring, *geomstring, *fragstring;
4068 const char *vertstrings_list[32+3];
4069 const char *geomstrings_list[32+3];
4070 const char *fragstrings_list[32+3];
4071 char permutationname[256];
4072 char cachename[256];
4073 CGprofile vertexProfile;
4074 CGprofile fragmentProfile;
4082 permutationname[0] = 0;
4084 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4085 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4086 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4088 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4089 strlcat(cachename, "cg/", sizeof(cachename));
4091 // the first pretext is which type of shader to compile as
4092 // (later these will all be bound together as a program object)
4093 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4094 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4095 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4097 // the second pretext is the mode (for example a light source)
4098 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4099 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4100 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4101 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4102 strlcat(cachename, modeinfo->name, sizeof(cachename));
4104 // now add all the permutation pretexts
4105 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4107 if (permutation & (1<<i))
4109 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4110 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4111 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4112 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4113 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4117 // keep line numbers correct
4118 vertstrings_list[vertstrings_count++] = "\n";
4119 geomstrings_list[geomstrings_count++] = "\n";
4120 fragstrings_list[fragstrings_count++] = "\n";
4124 // replace spaces in the cachename with _ characters
4125 for (i = 0;cachename[i];i++)
4126 if (cachename[i] == ' ')
4129 // now append the shader text itself
4130 vertstrings_list[vertstrings_count++] = vertexstring;
4131 geomstrings_list[geomstrings_count++] = geometrystring;
4132 fragstrings_list[fragstrings_count++] = fragmentstring;
4134 // if any sources were NULL, clear the respective list
4136 vertstrings_count = 0;
4137 if (!geometrystring)
4138 geomstrings_count = 0;
4139 if (!fragmentstring)
4140 fragstrings_count = 0;
4142 vertstring_length = 0;
4143 for (i = 0;i < vertstrings_count;i++)
4144 vertstring_length += strlen(vertstrings_list[i]);
4145 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4146 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4147 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4149 geomstring_length = 0;
4150 for (i = 0;i < geomstrings_count;i++)
4151 geomstring_length += strlen(geomstrings_list[i]);
4152 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4153 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4154 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4156 fragstring_length = 0;
4157 for (i = 0;i < fragstrings_count;i++)
4158 fragstring_length += strlen(fragstrings_list[i]);
4159 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4160 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4161 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4165 //vertexProfile = CG_PROFILE_ARBVP1;
4166 //fragmentProfile = CG_PROFILE_ARBFP1;
4167 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4168 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4169 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4170 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4171 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4174 // try to load the cached shader, or generate one
4175 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4177 // if caching failed, do a dynamic compile for now
4179 if (vertstring[0] && !p->vprogram)
4180 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4182 if (fragstring[0] && !p->fprogram)
4183 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4186 // look up all the uniform variable names we care about, so we don't
4187 // have to look them up every time we set them
4191 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4192 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4193 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4194 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4195 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4196 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4197 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4198 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4199 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4200 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4201 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4202 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4208 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4209 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4210 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4211 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4212 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4213 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4214 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4215 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4216 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4217 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4218 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4219 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4220 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4221 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4222 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4223 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4224 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4225 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4226 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4227 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4228 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4229 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4230 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4231 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4232 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4233 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4234 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4235 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4236 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4237 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4238 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4239 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4240 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4241 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4242 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4243 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4244 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4245 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4246 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4247 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4248 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4249 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4250 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4251 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4252 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4253 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4254 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4255 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4256 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4257 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4258 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4259 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4260 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4261 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4262 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4263 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4264 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4265 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4266 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4267 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4268 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4269 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4270 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4271 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4272 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4273 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4274 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4275 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4276 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4277 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4278 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4279 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4280 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4281 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4282 // p->fp_UseSobel = cgGetNamedParameter(p->fprogram, "UseSobel");
4283 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4284 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4285 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4286 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4290 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4291 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4293 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4297 Mem_Free(vertstring);
4299 Mem_Free(geomstring);
4301 Mem_Free(fragstring);
4303 Mem_Free(vertexstring);
4305 Mem_Free(geometrystring);
4307 Mem_Free(fragmentstring);
4310 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4312 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4315 if (r_cg_permutation != perm)
4317 r_cg_permutation = perm;
4318 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320 if (!r_cg_permutation->compiled)
4321 R_CG_CompilePermutation(perm, mode, permutation);
4322 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4324 // remove features until we find a valid permutation
4326 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4328 // reduce i more quickly whenever it would not remove any bits
4329 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4330 if (!(permutation & j))
4333 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4334 if (!r_cg_permutation->compiled)
4335 R_CG_CompilePermutation(perm, mode, permutation);
4336 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4339 if (i >= SHADERPERMUTATION_COUNT)
4341 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4342 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4343 return; // no bit left to clear, entire mode is broken
4349 if (r_cg_permutation->vprogram)
4351 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4352 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4353 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4358 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4360 if (r_cg_permutation->fprogram)
4362 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4363 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4364 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4368 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4369 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4373 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4374 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4375 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4378 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4380 cgGLSetTextureParameter(param, R_GetTexture(tex));
4381 cgGLEnableTextureParameter(param);
4385 void R_GLSL_Restart_f(void)
4387 unsigned int i, limit;
4388 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4389 Mem_Free(glslshaderstring);
4390 glslshaderstring = NULL;
4391 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4392 Mem_Free(cgshaderstring);
4393 cgshaderstring = NULL;
4394 switch(vid.renderpath)
4396 case RENDERPATH_GL20:
4398 r_glsl_permutation_t *p;
4399 r_glsl_permutation = NULL;
4400 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4401 for (i = 0;i < limit;i++)
4403 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4405 GL_Backend_FreeProgram(p->program);
4406 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4409 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4412 case RENDERPATH_CGGL:
4415 r_cg_permutation_t *p;
4416 r_cg_permutation = NULL;
4417 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4418 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4419 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4420 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4421 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4422 for (i = 0;i < limit;i++)
4424 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4427 cgDestroyProgram(p->vprogram);
4429 cgDestroyProgram(p->fprogram);
4430 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4433 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4437 case RENDERPATH_GL13:
4438 case RENDERPATH_GL11:
4443 void R_GLSL_DumpShader_f(void)
4448 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4451 FS_Print(file, "/* The engine may define the following macros:\n");
4452 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4453 for (i = 0;i < SHADERMODE_COUNT;i++)
4454 FS_Print(file, glslshadermodeinfo[i].pretext);
4455 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4456 FS_Print(file, shaderpermutationinfo[i].pretext);
4457 FS_Print(file, "*/\n");
4458 FS_Print(file, builtinshaderstring);
4460 Con_Printf("glsl/default.glsl written\n");
4463 Con_Printf("failed to write to glsl/default.glsl\n");
4466 file = FS_OpenRealFile("cg/default.cg", "w", false);
4469 FS_Print(file, "/* The engine may define the following macros:\n");
4470 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4471 for (i = 0;i < SHADERMODE_COUNT;i++)
4472 FS_Print(file, cgshadermodeinfo[i].pretext);
4473 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4474 FS_Print(file, shaderpermutationinfo[i].pretext);
4475 FS_Print(file, "*/\n");
4476 FS_Print(file, builtincgshaderstring);
4478 Con_Printf("cg/default.cg written\n");
4481 Con_Printf("failed to write to cg/default.cg\n");
4485 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4488 texturemode = GL_MODULATE;
4489 switch (vid.renderpath)
4491 case RENDERPATH_GL20:
4492 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))));
4493 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4494 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4496 case RENDERPATH_CGGL:
4499 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))));
4500 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4501 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4504 case RENDERPATH_GL13:
4505 R_Mesh_TexBind(0, first );
4506 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4507 R_Mesh_TexBind(1, second);
4509 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4511 case RENDERPATH_GL11:
4512 R_Mesh_TexBind(0, first );
4517 void R_SetupShader_DepthOrShadow(void)
4519 switch (vid.renderpath)
4521 case RENDERPATH_GL20:
4522 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4524 case RENDERPATH_CGGL:
4526 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4529 case RENDERPATH_GL13:
4530 R_Mesh_TexBind(0, 0);
4531 R_Mesh_TexBind(1, 0);
4533 case RENDERPATH_GL11:
4534 R_Mesh_TexBind(0, 0);
4539 void R_SetupShader_ShowDepth(void)
4541 switch (vid.renderpath)
4543 case RENDERPATH_GL20:
4544 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4546 case RENDERPATH_CGGL:
4548 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4551 case RENDERPATH_GL13:
4553 case RENDERPATH_GL11:
4558 extern qboolean r_shadow_usingdeferredprepass;
4559 extern cvar_t r_shadow_deferred_8bitrange;
4560 extern rtexture_t *r_shadow_attenuationgradienttexture;
4561 extern rtexture_t *r_shadow_attenuation2dtexture;
4562 extern rtexture_t *r_shadow_attenuation3dtexture;
4563 extern qboolean r_shadow_usingshadowmaprect;
4564 extern qboolean r_shadow_usingshadowmapcube;
4565 extern qboolean r_shadow_usingshadowmap2d;
4566 extern qboolean r_shadow_usingshadowmaportho;
4567 extern float r_shadow_shadowmap_texturescale[2];
4568 extern float r_shadow_shadowmap_parameters[4];
4569 extern qboolean r_shadow_shadowmapvsdct;
4570 extern qboolean r_shadow_shadowmapsampler;
4571 extern int r_shadow_shadowmappcf;
4572 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4573 extern rtexture_t *r_shadow_shadowmap2dtexture;
4574 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4575 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4576 extern matrix4x4_t r_shadow_shadowmapmatrix;
4577 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4578 extern int r_shadow_prepass_width;
4579 extern int r_shadow_prepass_height;
4580 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4581 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4582 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4583 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4584 extern cvar_t gl_mesh_separatearrays;
4585 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4587 // select a permutation of the lighting shader appropriate to this
4588 // combination of texture, entity, light source, and fogging, only use the
4589 // minimum features necessary to avoid wasting rendering time in the
4590 // fragment shader on features that are not being used
4591 unsigned int permutation = 0;
4592 unsigned int mode = 0;
4594 if (rsurfacepass == RSURFPASS_BACKGROUND)
4596 // distorted background
4597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4598 mode = SHADERMODE_WATER;
4599 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4600 mode = SHADERMODE_REFRACTION;
4603 mode = SHADERMODE_GENERIC;
4604 permutation |= SHADERPERMUTATION_DIFFUSE;
4606 GL_AlphaTest(false);
4607 GL_BlendFunc(GL_ONE, GL_ZERO);
4609 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4611 if (r_glsl_offsetmapping.integer)
4613 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4614 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4615 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4617 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4619 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4620 if (r_glsl_offsetmapping_reliefmapping.integer)
4621 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4624 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4625 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4627 permutation |= SHADERPERMUTATION_ALPHAKILL;
4628 // normalmap (deferred prepass), may use alpha test on diffuse
4629 mode = SHADERMODE_DEFERREDGEOMETRY;
4630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4632 GL_AlphaTest(false);
4633 GL_BlendFunc(GL_ONE, GL_ZERO);
4635 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4637 if (r_glsl_offsetmapping.integer)
4639 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4640 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4641 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4642 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4643 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4645 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4646 if (r_glsl_offsetmapping_reliefmapping.integer)
4647 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4653 mode = SHADERMODE_LIGHTSOURCE;
4654 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4655 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4656 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4657 permutation |= SHADERPERMUTATION_CUBEFILTER;
4658 if (diffusescale > 0)
4659 permutation |= SHADERPERMUTATION_DIFFUSE;
4660 if (specularscale > 0)
4662 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4663 if (r_shadow_glossexact.integer)
4664 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4666 if (r_refdef.fogenabled)
4667 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4668 if (rsurface.texture->colormapping)
4669 permutation |= SHADERPERMUTATION_COLORMAPPING;
4670 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4672 if (r_shadow_usingshadowmaprect)
4673 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4674 if (r_shadow_usingshadowmap2d)
4675 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4676 if (r_shadow_usingshadowmapcube)
4677 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4678 else if(r_shadow_shadowmapvsdct)
4679 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4681 if (r_shadow_shadowmapsampler)
4682 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4683 if (r_shadow_shadowmappcf > 1)
4684 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4685 else if (r_shadow_shadowmappcf)
4686 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4688 if (rsurface.texture->reflectmasktexture)
4689 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4690 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4691 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4693 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4695 if (r_glsl_offsetmapping.integer)
4697 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4698 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4699 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4700 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4701 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4703 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4704 if (r_glsl_offsetmapping_reliefmapping.integer)
4705 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4708 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4709 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4710 // unshaded geometry (fullbright or ambient model lighting)
4711 mode = SHADERMODE_FLATCOLOR;
4712 ambientscale = diffusescale = specularscale = 0;
4713 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4714 permutation |= SHADERPERMUTATION_GLOW;
4715 if (r_refdef.fogenabled)
4716 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4717 if (rsurface.texture->colormapping)
4718 permutation |= SHADERPERMUTATION_COLORMAPPING;
4719 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4721 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4722 if (r_shadow_usingshadowmaprect)
4723 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4724 if (r_shadow_usingshadowmap2d)
4725 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4727 if (r_shadow_shadowmapsampler)
4728 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4729 if (r_shadow_shadowmappcf > 1)
4730 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4731 else if (r_shadow_shadowmappcf)
4732 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4735 permutation |= SHADERPERMUTATION_REFLECTION;
4736 if (rsurface.texture->reflectmasktexture)
4737 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4738 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4739 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4741 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4743 if (r_glsl_offsetmapping.integer)
4745 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4746 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4747 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4748 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4749 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4751 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4752 if (r_glsl_offsetmapping_reliefmapping.integer)
4753 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4756 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4757 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4758 // directional model lighting
4759 mode = SHADERMODE_LIGHTDIRECTION;
4760 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4761 permutation |= SHADERPERMUTATION_GLOW;
4762 permutation |= SHADERPERMUTATION_DIFFUSE;
4763 if (specularscale > 0)
4765 permutation |= SHADERPERMUTATION_SPECULAR;
4766 if (r_shadow_glossexact.integer)
4767 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4769 if (r_refdef.fogenabled)
4770 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4771 if (rsurface.texture->colormapping)
4772 permutation |= SHADERPERMUTATION_COLORMAPPING;
4773 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4775 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4776 if (r_shadow_usingshadowmaprect)
4777 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4778 if (r_shadow_usingshadowmap2d)
4779 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4781 if (r_shadow_shadowmapsampler)
4782 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4783 if (r_shadow_shadowmappcf > 1)
4784 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4785 else if (r_shadow_shadowmappcf)
4786 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4788 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4789 permutation |= SHADERPERMUTATION_REFLECTION;
4790 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4791 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4792 if (rsurface.texture->reflectmasktexture)
4793 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4794 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4795 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4797 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4799 if (r_glsl_offsetmapping.integer)
4801 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4802 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4804 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4805 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4807 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4808 if (r_glsl_offsetmapping_reliefmapping.integer)
4809 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4812 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4813 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4814 // ambient model lighting
4815 mode = SHADERMODE_LIGHTDIRECTION;
4816 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4817 permutation |= SHADERPERMUTATION_GLOW;
4818 if (r_refdef.fogenabled)
4819 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4820 if (rsurface.texture->colormapping)
4821 permutation |= SHADERPERMUTATION_COLORMAPPING;
4822 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4824 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4825 if (r_shadow_usingshadowmaprect)
4826 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4827 if (r_shadow_usingshadowmap2d)
4828 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4830 if (r_shadow_shadowmapsampler)
4831 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4832 if (r_shadow_shadowmappcf > 1)
4833 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4834 else if (r_shadow_shadowmappcf)
4835 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4837 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4838 permutation |= SHADERPERMUTATION_REFLECTION;
4839 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4840 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4841 if (rsurface.texture->reflectmasktexture)
4842 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4843 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4844 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4848 if (r_glsl_offsetmapping.integer)
4850 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4851 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4852 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4853 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4854 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4856 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4857 if (r_glsl_offsetmapping_reliefmapping.integer)
4858 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4861 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4862 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4864 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4865 permutation |= SHADERPERMUTATION_GLOW;
4866 if (r_refdef.fogenabled)
4867 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4868 if (rsurface.texture->colormapping)
4869 permutation |= SHADERPERMUTATION_COLORMAPPING;
4870 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4872 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4873 if (r_shadow_usingshadowmaprect)
4874 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4875 if (r_shadow_usingshadowmap2d)
4876 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4878 if (r_shadow_shadowmapsampler)
4879 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4880 if (r_shadow_shadowmappcf > 1)
4881 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4882 else if (r_shadow_shadowmappcf)
4883 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4885 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4886 permutation |= SHADERPERMUTATION_REFLECTION;
4887 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4888 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4889 if (rsurface.texture->reflectmasktexture)
4890 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4891 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4893 // deluxemapping (light direction texture)
4894 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4895 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4897 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4898 permutation |= SHADERPERMUTATION_DIFFUSE;
4899 if (specularscale > 0)
4901 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4902 if (r_shadow_glossexact.integer)
4903 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4906 else if (r_glsl_deluxemapping.integer >= 2)
4908 // fake deluxemapping (uniform light direction in tangentspace)
4909 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4910 permutation |= SHADERPERMUTATION_DIFFUSE;
4911 if (specularscale > 0)
4913 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4914 if (r_shadow_glossexact.integer)
4915 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4918 else if (rsurface.uselightmaptexture)
4920 // ordinary lightmapping (q1bsp, q3bsp)
4921 mode = SHADERMODE_LIGHTMAP;
4925 // ordinary vertex coloring (q3bsp)
4926 mode = SHADERMODE_VERTEXCOLOR;
4928 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4929 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4931 switch(vid.renderpath)
4933 case RENDERPATH_GL20:
4934 if (gl_mesh_separatearrays.integer)
4936 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4937 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4938 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4939 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4940 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4941 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4942 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4943 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4947 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4948 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4950 R_SetupShader_SetPermutationGLSL(mode, permutation);
4951 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4952 if (mode == SHADERMODE_LIGHTSOURCE)
4954 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4955 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4956 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4957 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);
4958 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);
4959 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4961 // additive passes are only darkened by fog, not tinted
4962 if (r_glsl_permutation->loc_FogColor >= 0)
4963 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4964 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4968 if (mode == SHADERMODE_FLATCOLOR)
4970 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4972 else if (mode == SHADERMODE_LIGHTDIRECTION)
4974 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]);
4975 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4976 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4977 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);
4978 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);
4979 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]);
4980 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]);
4984 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]);
4985 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]);
4986 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4987 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);
4988 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);
4990 // additive passes are only darkened by fog, not tinted
4991 if (r_glsl_permutation->loc_FogColor >= 0)
4993 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4994 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4996 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4998 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);
4999 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]);
5000 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]);
5001 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5002 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5003 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5004 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5005 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5007 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5008 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5009 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5010 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]);
5011 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]);
5013 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5014 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5015 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5016 if (r_glsl_permutation->loc_Color_Pants >= 0)
5018 if (rsurface.texture->pantstexture)
5019 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5021 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5023 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5025 if (rsurface.texture->shirttexture)
5026 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5028 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5030 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]);
5031 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5032 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5033 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5034 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5035 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]);
5036 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5038 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5039 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5040 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5041 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5042 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5043 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5044 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5045 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5046 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5047 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5048 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5049 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5050 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5051 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5052 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5053 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5054 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5055 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5056 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5057 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5058 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5059 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5060 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5061 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5062 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5063 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5064 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5066 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5067 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5068 if (rsurface.rtlight)
5070 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5071 if (r_shadow_usingshadowmapcube)
5072 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5073 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5078 case RENDERPATH_CGGL:
5080 if (gl_mesh_separatearrays.integer)
5082 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5083 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5084 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5085 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5086 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5087 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5088 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5089 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5093 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5094 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5096 R_SetupShader_SetPermutationCG(mode, permutation);
5097 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5098 if (mode == SHADERMODE_LIGHTSOURCE)
5100 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5101 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5105 if (mode == SHADERMODE_LIGHTDIRECTION)
5107 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
5110 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5111 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5112 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5113 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5114 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
5117 if (mode == SHADERMODE_LIGHTSOURCE)
5119 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5120 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5121 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
5122 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
5123 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5125 // additive passes are only darkened by fog, not tinted
5126 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5127 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5131 if (mode == SHADERMODE_FLATCOLOR)
5133 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5135 else if (mode == SHADERMODE_LIGHTDIRECTION)
5137 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
5138 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5139 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5140 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
5141 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
5142 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
5143 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
5147 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
5148 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
5149 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5150 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
5151 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
5153 // additive passes are only darkened by fog, not tinted
5154 if (r_cg_permutation->fp_FogColor)
5156 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5157 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5159 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5162 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
5163 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
5164 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
5165 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5166 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5167 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5168 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5169 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5171 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
5172 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
5173 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5174 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5175 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5176 if (r_cg_permutation->fp_Color_Pants)
5178 if (rsurface.texture->pantstexture)
5179 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5181 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5184 if (r_cg_permutation->fp_Color_Shirt)
5186 if (rsurface.texture->shirttexture)
5187 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5189 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5192 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
5193 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5194 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5195 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5196 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5197 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
5198 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5200 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5201 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5202 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5203 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5205 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5206 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5207 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5208 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5209 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5210 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5211 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5212 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5213 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5214 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
5215 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5218 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5219 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5221 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5222 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5223 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5224 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5225 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5226 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5228 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5229 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5230 if (rsurface.rtlight)
5232 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5233 if (r_shadow_usingshadowmapcube)
5234 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5235 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5242 case RENDERPATH_GL13:
5243 case RENDERPATH_GL11:
5248 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5250 // select a permutation of the lighting shader appropriate to this
5251 // combination of texture, entity, light source, and fogging, only use the
5252 // minimum features necessary to avoid wasting rendering time in the
5253 // fragment shader on features that are not being used
5254 unsigned int permutation = 0;
5255 unsigned int mode = 0;
5256 const float *lightcolorbase = rtlight->currentcolor;
5257 float ambientscale = rtlight->ambientscale;
5258 float diffusescale = rtlight->diffusescale;
5259 float specularscale = rtlight->specularscale;
5260 // this is the location of the light in view space
5261 vec3_t viewlightorigin;
5262 // this transforms from view space (camera) to light space (cubemap)
5263 matrix4x4_t viewtolight;
5264 matrix4x4_t lighttoview;
5265 float viewtolight16f[16];
5266 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5268 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5269 if (rtlight->currentcubemap != r_texture_whitecube)
5270 permutation |= SHADERPERMUTATION_CUBEFILTER;
5271 if (diffusescale > 0)
5272 permutation |= SHADERPERMUTATION_DIFFUSE;
5273 if (specularscale > 0)
5275 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5276 if (r_shadow_glossexact.integer)
5277 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5279 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5281 if (r_shadow_usingshadowmaprect)
5282 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5283 if (r_shadow_usingshadowmap2d)
5284 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5285 if (r_shadow_usingshadowmapcube)
5286 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5287 else if(r_shadow_shadowmapvsdct)
5288 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5290 if (r_shadow_shadowmapsampler)
5291 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5292 if (r_shadow_shadowmappcf > 1)
5293 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5294 else if (r_shadow_shadowmappcf)
5295 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5297 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5298 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5299 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5300 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5301 switch(vid.renderpath)
5303 case RENDERPATH_GL20:
5304 R_SetupShader_SetPermutationGLSL(mode, permutation);
5305 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5306 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5307 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);
5308 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);
5309 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);
5310 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]);
5311 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]);
5312 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));
5313 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]);
5314 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5316 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5317 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5318 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5319 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5320 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5321 if (r_shadow_usingshadowmapcube)
5322 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5323 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5324 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5326 case RENDERPATH_CGGL:
5328 R_SetupShader_SetPermutationCG(mode, permutation);
5329 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5330 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5331 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
5332 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
5333 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
5334 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
5335 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
5336 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
5337 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
5338 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5340 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5341 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5342 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5343 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5344 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5345 if (r_shadow_usingshadowmapcube)
5346 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5347 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5348 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5351 case RENDERPATH_GL13:
5352 case RENDERPATH_GL11:
5357 #define SKINFRAME_HASH 1024
5361 int loadsequence; // incremented each level change
5362 memexpandablearray_t array;
5363 skinframe_t *hash[SKINFRAME_HASH];
5366 r_skinframe_t r_skinframe;
5368 void R_SkinFrame_PrepareForPurge(void)
5370 r_skinframe.loadsequence++;
5371 // wrap it without hitting zero
5372 if (r_skinframe.loadsequence >= 200)
5373 r_skinframe.loadsequence = 1;
5376 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5380 // mark the skinframe as used for the purging code
5381 skinframe->loadsequence = r_skinframe.loadsequence;
5384 void R_SkinFrame_Purge(void)
5388 for (i = 0;i < SKINFRAME_HASH;i++)
5390 for (s = r_skinframe.hash[i];s;s = s->next)
5392 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5394 if (s->merged == s->base)
5396 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5397 R_PurgeTexture(s->stain );s->stain = NULL;
5398 R_PurgeTexture(s->merged);s->merged = NULL;
5399 R_PurgeTexture(s->base );s->base = NULL;
5400 R_PurgeTexture(s->pants );s->pants = NULL;
5401 R_PurgeTexture(s->shirt );s->shirt = NULL;
5402 R_PurgeTexture(s->nmap );s->nmap = NULL;
5403 R_PurgeTexture(s->gloss );s->gloss = NULL;
5404 R_PurgeTexture(s->glow );s->glow = NULL;
5405 R_PurgeTexture(s->fog );s->fog = NULL;
5406 R_PurgeTexture(s->reflect);s->reflect = NULL;
5407 s->loadsequence = 0;
5413 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5415 char basename[MAX_QPATH];
5417 Image_StripImageExtension(name, basename, sizeof(basename));
5419 if( last == NULL ) {
5421 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5422 item = r_skinframe.hash[hashindex];
5427 // linearly search through the hash bucket
5428 for( ; item ; item = item->next ) {
5429 if( !strcmp( item->basename, basename ) ) {
5436 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5440 char basename[MAX_QPATH];
5442 Image_StripImageExtension(name, basename, sizeof(basename));
5444 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5445 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5446 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5450 rtexture_t *dyntexture;
5451 // check whether its a dynamic texture
5452 dyntexture = CL_GetDynTexture( basename );
5453 if (!add && !dyntexture)
5455 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5456 memset(item, 0, sizeof(*item));
5457 strlcpy(item->basename, basename, sizeof(item->basename));
5458 item->base = dyntexture; // either NULL or dyntexture handle
5459 item->textureflags = textureflags;
5460 item->comparewidth = comparewidth;
5461 item->compareheight = compareheight;
5462 item->comparecrc = comparecrc;
5463 item->next = r_skinframe.hash[hashindex];
5464 r_skinframe.hash[hashindex] = item;
5466 else if( item->base == NULL )
5468 rtexture_t *dyntexture;
5469 // check whether its a dynamic texture
5470 // 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]
5471 dyntexture = CL_GetDynTexture( basename );
5472 item->base = dyntexture; // either NULL or dyntexture handle
5475 R_SkinFrame_MarkUsed(item);
5479 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5481 unsigned long long avgcolor[5], wsum; \
5489 for(pix = 0; pix < cnt; ++pix) \
5492 for(comp = 0; comp < 3; ++comp) \
5494 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5497 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5499 for(comp = 0; comp < 3; ++comp) \
5500 avgcolor[comp] += getpixel * w; \
5503 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5504 avgcolor[4] += getpixel; \
5506 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5508 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5509 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5510 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5511 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5514 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5517 unsigned char *pixels;
5518 unsigned char *bumppixels;
5519 unsigned char *basepixels = NULL;
5520 int basepixels_width = 0;
5521 int basepixels_height = 0;
5522 skinframe_t *skinframe;
5523 rtexture_t *ddsbase = NULL;
5524 qboolean ddshasalpha = false;
5525 float ddsavgcolor[4];
5526 char basename[MAX_QPATH];
5528 if (cls.state == ca_dedicated)
5531 // return an existing skinframe if already loaded
5532 // if loading of the first image fails, don't make a new skinframe as it
5533 // would cause all future lookups of this to be missing
5534 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5535 if (skinframe && skinframe->base)
5538 Image_StripImageExtension(name, basename, sizeof(basename));
5540 // check for DDS texture file first
5541 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5543 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5544 if (basepixels == NULL)
5548 if (developer_loading.integer)
5549 Con_Printf("loading skin \"%s\"\n", name);
5551 // we've got some pixels to store, so really allocate this new texture now
5553 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5554 skinframe->stain = NULL;
5555 skinframe->merged = NULL;
5556 skinframe->base = NULL;
5557 skinframe->pants = NULL;
5558 skinframe->shirt = NULL;
5559 skinframe->nmap = NULL;
5560 skinframe->gloss = NULL;
5561 skinframe->glow = NULL;
5562 skinframe->fog = NULL;
5563 skinframe->reflect = NULL;
5564 skinframe->hasalpha = false;
5568 skinframe->base = ddsbase;
5569 skinframe->hasalpha = ddshasalpha;
5570 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5571 if (r_loadfog && skinframe->hasalpha)
5572 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5573 //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]);
5577 basepixels_width = image_width;
5578 basepixels_height = image_height;
5579 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);
5580 if (textureflags & TEXF_ALPHA)
5582 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5584 if (basepixels[j] < 255)
5586 skinframe->hasalpha = true;
5590 if (r_loadfog && skinframe->hasalpha)
5592 // has transparent pixels
5593 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5594 for (j = 0;j < image_width * image_height * 4;j += 4)
5599 pixels[j+3] = basepixels[j+3];
5601 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);
5605 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5606 //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]);
5607 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5608 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5609 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5610 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5615 if (r_loadnormalmap)
5616 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5617 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5619 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5620 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5621 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5622 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5625 // _norm is the name used by tenebrae and has been adopted as standard
5626 if (r_loadnormalmap && skinframe->nmap == NULL)
5628 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5630 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);
5634 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5636 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5637 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5638 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);
5640 Mem_Free(bumppixels);
5642 else if (r_shadow_bumpscale_basetexture.value > 0)
5644 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5645 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5646 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);
5649 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5650 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5653 // _luma is supported only for tenebrae compatibility
5654 // _glow is the preferred name
5655 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5657 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);
5658 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5659 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5660 Mem_Free(pixels);pixels = NULL;
5663 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5665 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);
5666 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5667 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5672 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5674 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);
5675 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5676 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5681 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5683 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);
5684 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5685 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5690 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5692 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);
5693 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5694 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5700 Mem_Free(basepixels);
5705 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5706 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5709 unsigned char *temp1, *temp2;
5710 skinframe_t *skinframe;
5712 if (cls.state == ca_dedicated)
5715 // if already loaded just return it, otherwise make a new skinframe
5716 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5717 if (skinframe && skinframe->base)
5720 skinframe->stain = NULL;
5721 skinframe->merged = NULL;
5722 skinframe->base = NULL;
5723 skinframe->pants = NULL;
5724 skinframe->shirt = NULL;
5725 skinframe->nmap = NULL;
5726 skinframe->gloss = NULL;
5727 skinframe->glow = NULL;
5728 skinframe->fog = NULL;
5729 skinframe->reflect = NULL;
5730 skinframe->hasalpha = false;
5732 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5736 if (developer_loading.integer)
5737 Con_Printf("loading 32bit skin \"%s\"\n", name);
5739 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5741 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5742 temp2 = temp1 + width * height * 4;
5743 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5744 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5747 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5748 if (textureflags & TEXF_ALPHA)
5750 for (i = 3;i < width * height * 4;i += 4)
5752 if (skindata[i] < 255)
5754 skinframe->hasalpha = true;
5758 if (r_loadfog && skinframe->hasalpha)
5760 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5761 memcpy(fogpixels, skindata, width * height * 4);
5762 for (i = 0;i < width * height * 4;i += 4)
5763 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5764 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5765 Mem_Free(fogpixels);
5769 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5770 //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]);
5775 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5779 skinframe_t *skinframe;
5781 if (cls.state == ca_dedicated)
5784 // if already loaded just return it, otherwise make a new skinframe
5785 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5786 if (skinframe && skinframe->base)
5789 skinframe->stain = NULL;
5790 skinframe->merged = NULL;
5791 skinframe->base = NULL;
5792 skinframe->pants = NULL;
5793 skinframe->shirt = NULL;
5794 skinframe->nmap = NULL;
5795 skinframe->gloss = NULL;
5796 skinframe->glow = NULL;
5797 skinframe->fog = NULL;
5798 skinframe->reflect = NULL;
5799 skinframe->hasalpha = false;
5801 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5805 if (developer_loading.integer)
5806 Con_Printf("loading quake skin \"%s\"\n", name);
5808 // 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)
5809 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5810 memcpy(skinframe->qpixels, skindata, width*height);
5811 skinframe->qwidth = width;
5812 skinframe->qheight = height;
5815 for (i = 0;i < width * height;i++)
5816 featuresmask |= palette_featureflags[skindata[i]];
5818 skinframe->hasalpha = false;
5819 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5820 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5821 skinframe->qgeneratemerged = true;
5822 skinframe->qgeneratebase = skinframe->qhascolormapping;
5823 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5825 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5826 //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]);
5831 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5835 unsigned char *skindata;
5837 if (!skinframe->qpixels)
5840 if (!skinframe->qhascolormapping)
5841 colormapped = false;
5845 if (!skinframe->qgeneratebase)
5850 if (!skinframe->qgeneratemerged)
5854 width = skinframe->qwidth;
5855 height = skinframe->qheight;
5856 skindata = skinframe->qpixels;
5858 if (skinframe->qgeneratenmap)
5860 unsigned char *temp1, *temp2;
5861 skinframe->qgeneratenmap = false;
5862 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5863 temp2 = temp1 + width * height * 4;
5864 // use either a custom palette or the quake palette
5865 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5866 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5867 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5871 if (skinframe->qgenerateglow)
5873 skinframe->qgenerateglow = false;
5874 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5879 skinframe->qgeneratebase = false;
5880 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);
5881 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5882 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5886 skinframe->qgeneratemerged = false;
5887 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5890 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5892 Mem_Free(skinframe->qpixels);
5893 skinframe->qpixels = NULL;
5897 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)
5900 skinframe_t *skinframe;
5902 if (cls.state == ca_dedicated)
5905 // if already loaded just return it, otherwise make a new skinframe
5906 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5907 if (skinframe && skinframe->base)
5910 skinframe->stain = NULL;
5911 skinframe->merged = NULL;
5912 skinframe->base = NULL;
5913 skinframe->pants = NULL;
5914 skinframe->shirt = NULL;
5915 skinframe->nmap = NULL;
5916 skinframe->gloss = NULL;
5917 skinframe->glow = NULL;
5918 skinframe->fog = NULL;
5919 skinframe->reflect = NULL;
5920 skinframe->hasalpha = false;
5922 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5926 if (developer_loading.integer)
5927 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5929 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5930 if (textureflags & TEXF_ALPHA)
5932 for (i = 0;i < width * height;i++)
5934 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5936 skinframe->hasalpha = true;
5940 if (r_loadfog && skinframe->hasalpha)
5941 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5944 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5945 //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]);
5950 skinframe_t *R_SkinFrame_LoadMissing(void)
5952 skinframe_t *skinframe;
5954 if (cls.state == ca_dedicated)
5957 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5958 skinframe->stain = NULL;
5959 skinframe->merged = NULL;
5960 skinframe->base = NULL;
5961 skinframe->pants = NULL;
5962 skinframe->shirt = NULL;
5963 skinframe->nmap = NULL;
5964 skinframe->gloss = NULL;
5965 skinframe->glow = NULL;
5966 skinframe->fog = NULL;
5967 skinframe->reflect = NULL;
5968 skinframe->hasalpha = false;
5970 skinframe->avgcolor[0] = rand() / RAND_MAX;
5971 skinframe->avgcolor[1] = rand() / RAND_MAX;
5972 skinframe->avgcolor[2] = rand() / RAND_MAX;
5973 skinframe->avgcolor[3] = 1;
5978 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5979 typedef struct suffixinfo_s
5982 qboolean flipx, flipy, flipdiagonal;
5985 static suffixinfo_t suffix[3][6] =
5988 {"px", false, false, false},
5989 {"nx", false, false, false},
5990 {"py", false, false, false},
5991 {"ny", false, false, false},
5992 {"pz", false, false, false},
5993 {"nz", false, false, false}
5996 {"posx", false, false, false},
5997 {"negx", false, false, false},
5998 {"posy", false, false, false},
5999 {"negy", false, false, false},
6000 {"posz", false, false, false},
6001 {"negz", false, false, false}
6004 {"rt", true, false, true},
6005 {"lf", false, true, true},
6006 {"ft", true, true, false},
6007 {"bk", false, false, false},
6008 {"up", true, false, true},
6009 {"dn", true, false, true}
6013 static int componentorder[4] = {0, 1, 2, 3};
6015 rtexture_t *R_LoadCubemap(const char *basename)
6017 int i, j, cubemapsize;
6018 unsigned char *cubemappixels, *image_buffer;
6019 rtexture_t *cubemaptexture;
6021 // must start 0 so the first loadimagepixels has no requested width/height
6023 cubemappixels = NULL;
6024 cubemaptexture = NULL;
6025 // keep trying different suffix groups (posx, px, rt) until one loads
6026 for (j = 0;j < 3 && !cubemappixels;j++)
6028 // load the 6 images in the suffix group
6029 for (i = 0;i < 6;i++)
6031 // generate an image name based on the base and and suffix
6032 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6034 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6036 // an image loaded, make sure width and height are equal
6037 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6039 // if this is the first image to load successfully, allocate the cubemap memory
6040 if (!cubemappixels && image_width >= 1)
6042 cubemapsize = image_width;
6043 // note this clears to black, so unavailable sides are black
6044 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6046 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6048 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);
6051 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6053 Mem_Free(image_buffer);
6057 // if a cubemap loaded, upload it
6060 if (developer_loading.integer)
6061 Con_Printf("loading cubemap \"%s\"\n", basename);
6063 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6064 Mem_Free(cubemappixels);
6068 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6069 if (developer_loading.integer)
6071 Con_Printf("(tried tried images ");
6072 for (j = 0;j < 3;j++)
6073 for (i = 0;i < 6;i++)
6074 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6075 Con_Print(" and was unable to find any of them).\n");
6078 return cubemaptexture;
6081 rtexture_t *R_GetCubemap(const char *basename)
6084 for (i = 0;i < r_texture_numcubemaps;i++)
6085 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6086 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6087 if (i >= MAX_CUBEMAPS)
6088 return r_texture_whitecube;
6089 r_texture_numcubemaps++;
6090 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6091 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6092 return r_texture_cubemaps[i].texture;
6095 void R_FreeCubemaps(void)
6098 for (i = 0;i < r_texture_numcubemaps;i++)
6100 if (developer_loading.integer)
6101 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6102 if (r_texture_cubemaps[i].texture)
6103 R_FreeTexture(r_texture_cubemaps[i].texture);
6105 r_texture_numcubemaps = 0;
6108 void R_Main_FreeViewCache(void)
6110 if (r_refdef.viewcache.entityvisible)
6111 Mem_Free(r_refdef.viewcache.entityvisible);
6112 if (r_refdef.viewcache.world_pvsbits)
6113 Mem_Free(r_refdef.viewcache.world_pvsbits);
6114 if (r_refdef.viewcache.world_leafvisible)
6115 Mem_Free(r_refdef.viewcache.world_leafvisible);
6116 if (r_refdef.viewcache.world_surfacevisible)
6117 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6118 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6121 void R_Main_ResizeViewCache(void)
6123 int numentities = r_refdef.scene.numentities;
6124 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6125 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6126 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6127 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6128 if (r_refdef.viewcache.maxentities < numentities)
6130 r_refdef.viewcache.maxentities = numentities;
6131 if (r_refdef.viewcache.entityvisible)
6132 Mem_Free(r_refdef.viewcache.entityvisible);
6133 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6135 if (r_refdef.viewcache.world_numclusters != numclusters)
6137 r_refdef.viewcache.world_numclusters = numclusters;
6138 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6139 if (r_refdef.viewcache.world_pvsbits)
6140 Mem_Free(r_refdef.viewcache.world_pvsbits);
6141 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6143 if (r_refdef.viewcache.world_numleafs != numleafs)
6145 r_refdef.viewcache.world_numleafs = numleafs;
6146 if (r_refdef.viewcache.world_leafvisible)
6147 Mem_Free(r_refdef.viewcache.world_leafvisible);
6148 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6150 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6152 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6153 if (r_refdef.viewcache.world_surfacevisible)
6154 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6155 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6159 extern rtexture_t *loadingscreentexture;
6160 void gl_main_start(void)
6162 loadingscreentexture = NULL;
6163 r_texture_blanknormalmap = NULL;
6164 r_texture_white = NULL;
6165 r_texture_grey128 = NULL;
6166 r_texture_black = NULL;
6167 r_texture_whitecube = NULL;
6168 r_texture_normalizationcube = NULL;
6169 r_texture_fogattenuation = NULL;
6170 r_texture_fogheighttexture = NULL;
6171 r_texture_gammaramps = NULL;
6172 r_texture_numcubemaps = 0;
6174 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6175 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6177 switch(vid.renderpath)
6179 case RENDERPATH_GL20:
6180 case RENDERPATH_CGGL:
6181 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6182 Cvar_SetValueQuick(&gl_combine, 1);
6183 Cvar_SetValueQuick(&r_glsl, 1);
6184 r_loadnormalmap = true;
6188 case RENDERPATH_GL13:
6189 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6190 Cvar_SetValueQuick(&gl_combine, 1);
6191 Cvar_SetValueQuick(&r_glsl, 0);
6192 r_loadnormalmap = false;
6193 r_loadgloss = false;
6196 case RENDERPATH_GL11:
6197 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6198 Cvar_SetValueQuick(&gl_combine, 0);
6199 Cvar_SetValueQuick(&r_glsl, 0);
6200 r_loadnormalmap = false;
6201 r_loadgloss = false;
6207 R_FrameData_Reset();
6211 memset(r_queries, 0, sizeof(r_queries));
6213 r_qwskincache = NULL;
6214 r_qwskincache_size = 0;
6216 // set up r_skinframe loading system for textures
6217 memset(&r_skinframe, 0, sizeof(r_skinframe));
6218 r_skinframe.loadsequence = 1;
6219 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6221 r_main_texturepool = R_AllocTexturePool();
6222 R_BuildBlankTextures();
6224 if (vid.support.arb_texture_cube_map)
6227 R_BuildNormalizationCube();
6229 r_texture_fogattenuation = NULL;
6230 r_texture_fogheighttexture = NULL;
6231 r_texture_gammaramps = NULL;
6232 //r_texture_fogintensity = NULL;
6233 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6234 memset(&r_waterstate, 0, sizeof(r_waterstate));
6235 r_glsl_permutation = NULL;
6236 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6237 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6238 glslshaderstring = NULL;
6240 r_cg_permutation = NULL;
6241 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6242 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6243 cgshaderstring = NULL;
6245 memset(&r_svbsp, 0, sizeof (r_svbsp));
6247 r_refdef.fogmasktable_density = 0;
6250 void gl_main_shutdown(void)
6253 R_FrameData_Reset();
6255 R_Main_FreeViewCache();
6258 qglDeleteQueriesARB(r_maxqueries, r_queries);
6262 memset(r_queries, 0, sizeof(r_queries));
6264 r_qwskincache = NULL;
6265 r_qwskincache_size = 0;
6267 // clear out the r_skinframe state
6268 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6269 memset(&r_skinframe, 0, sizeof(r_skinframe));
6272 Mem_Free(r_svbsp.nodes);
6273 memset(&r_svbsp, 0, sizeof (r_svbsp));
6274 R_FreeTexturePool(&r_main_texturepool);
6275 loadingscreentexture = NULL;
6276 r_texture_blanknormalmap = NULL;
6277 r_texture_white = NULL;
6278 r_texture_grey128 = NULL;
6279 r_texture_black = NULL;
6280 r_texture_whitecube = NULL;
6281 r_texture_normalizationcube = NULL;
6282 r_texture_fogattenuation = NULL;
6283 r_texture_fogheighttexture = NULL;
6284 r_texture_gammaramps = NULL;
6285 r_texture_numcubemaps = 0;
6286 //r_texture_fogintensity = NULL;
6287 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6288 memset(&r_waterstate, 0, sizeof(r_waterstate));
6289 r_glsl_permutation = NULL;
6290 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6291 glslshaderstring = NULL;
6293 r_cg_permutation = NULL;
6294 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6295 cgshaderstring = NULL;
6300 extern void CL_ParseEntityLump(char *entitystring);
6301 void gl_main_newmap(void)
6303 // FIXME: move this code to client
6305 char *entities, entname[MAX_QPATH];
6307 Mem_Free(r_qwskincache);
6308 r_qwskincache = NULL;
6309 r_qwskincache_size = 0;
6312 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6313 l = (int)strlen(entname) - 4;
6314 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6316 memcpy(entname + l, ".ent", 5);
6317 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6319 CL_ParseEntityLump(entities);
6324 if (cl.worldmodel->brush.entities)
6325 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6327 R_Main_FreeViewCache();
6329 R_FrameData_Reset();
6332 void GL_Main_Init(void)
6334 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6336 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6337 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6338 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6339 if (gamemode == GAME_NEHAHRA)
6341 Cvar_RegisterVariable (&gl_fogenable);
6342 Cvar_RegisterVariable (&gl_fogdensity);
6343 Cvar_RegisterVariable (&gl_fogred);
6344 Cvar_RegisterVariable (&gl_foggreen);
6345 Cvar_RegisterVariable (&gl_fogblue);
6346 Cvar_RegisterVariable (&gl_fogstart);
6347 Cvar_RegisterVariable (&gl_fogend);
6348 Cvar_RegisterVariable (&gl_skyclip);
6350 Cvar_RegisterVariable(&r_motionblur);
6351 Cvar_RegisterVariable(&r_motionblur_maxblur);
6352 Cvar_RegisterVariable(&r_motionblur_bmin);
6353 Cvar_RegisterVariable(&r_motionblur_vmin);
6354 Cvar_RegisterVariable(&r_motionblur_vmax);
6355 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6356 Cvar_RegisterVariable(&r_motionblur_randomize);
6357 Cvar_RegisterVariable(&r_damageblur);
6358 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6359 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6360 Cvar_RegisterVariable(&r_equalize_entities_by);
6361 Cvar_RegisterVariable(&r_equalize_entities_to);
6362 Cvar_RegisterVariable(&r_depthfirst);
6363 Cvar_RegisterVariable(&r_useinfinitefarclip);
6364 Cvar_RegisterVariable(&r_farclip_base);
6365 Cvar_RegisterVariable(&r_farclip_world);
6366 Cvar_RegisterVariable(&r_nearclip);
6367 Cvar_RegisterVariable(&r_showbboxes);
6368 Cvar_RegisterVariable(&r_showsurfaces);
6369 Cvar_RegisterVariable(&r_showtris);
6370 Cvar_RegisterVariable(&r_shownormals);
6371 Cvar_RegisterVariable(&r_showlighting);
6372 Cvar_RegisterVariable(&r_showshadowvolumes);
6373 Cvar_RegisterVariable(&r_showcollisionbrushes);
6374 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6375 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6376 Cvar_RegisterVariable(&r_showdisabledepthtest);
6377 Cvar_RegisterVariable(&r_drawportals);
6378 Cvar_RegisterVariable(&r_drawentities);
6379 Cvar_RegisterVariable(&r_cullentities_trace);
6380 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6381 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6382 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6383 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6384 Cvar_RegisterVariable(&r_drawviewmodel);
6385 Cvar_RegisterVariable(&r_drawexteriormodel);
6386 Cvar_RegisterVariable(&r_speeds);
6387 Cvar_RegisterVariable(&r_fullbrights);
6388 Cvar_RegisterVariable(&r_wateralpha);
6389 Cvar_RegisterVariable(&r_dynamic);
6390 Cvar_RegisterVariable(&r_fullbright);
6391 Cvar_RegisterVariable(&r_shadows);
6392 Cvar_RegisterVariable(&r_shadows_darken);
6393 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6394 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6395 Cvar_RegisterVariable(&r_shadows_throwdistance);
6396 Cvar_RegisterVariable(&r_shadows_throwdirection);
6397 Cvar_RegisterVariable(&r_shadows_focus);
6398 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6399 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6400 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6401 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6402 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6403 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6404 Cvar_RegisterVariable(&r_fog_exp2);
6405 Cvar_RegisterVariable(&r_drawfog);
6406 Cvar_RegisterVariable(&r_transparentdepthmasking);
6407 Cvar_RegisterVariable(&r_texture_dds_load);
6408 Cvar_RegisterVariable(&r_texture_dds_save);
6409 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6410 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6411 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6412 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6413 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6414 Cvar_RegisterVariable(&r_textureunits);
6415 Cvar_RegisterVariable(&gl_combine);
6416 Cvar_RegisterVariable(&r_glsl);
6417 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6418 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6419 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6420 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6421 Cvar_RegisterVariable(&r_glsl_postprocess);
6422 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6423 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6424 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6425 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6426 // Cvar_RegisterVariable(&r_glsl_postprocess_sobel);
6427 Cvar_RegisterVariable(&r_water);
6428 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6429 Cvar_RegisterVariable(&r_water_clippingplanebias);
6430 Cvar_RegisterVariable(&r_water_refractdistort);
6431 Cvar_RegisterVariable(&r_water_reflectdistort);
6432 Cvar_RegisterVariable(&r_lerpsprites);
6433 Cvar_RegisterVariable(&r_lerpmodels);
6434 Cvar_RegisterVariable(&r_lerplightstyles);
6435 Cvar_RegisterVariable(&r_waterscroll);
6436 Cvar_RegisterVariable(&r_bloom);
6437 Cvar_RegisterVariable(&r_bloom_colorscale);
6438 Cvar_RegisterVariable(&r_bloom_brighten);
6439 Cvar_RegisterVariable(&r_bloom_blur);
6440 Cvar_RegisterVariable(&r_bloom_resolution);
6441 Cvar_RegisterVariable(&r_bloom_colorexponent);
6442 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6443 Cvar_RegisterVariable(&r_hdr);
6444 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6445 Cvar_RegisterVariable(&r_hdr_glowintensity);
6446 Cvar_RegisterVariable(&r_hdr_range);
6447 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6448 Cvar_RegisterVariable(&developer_texturelogging);
6449 Cvar_RegisterVariable(&gl_lightmaps);
6450 Cvar_RegisterVariable(&r_test);
6451 Cvar_RegisterVariable(&r_glsl_saturation);
6452 Cvar_RegisterVariable(&r_framedatasize);
6453 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6454 Cvar_SetValue("r_fullbrights", 0);
6455 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6457 Cvar_RegisterVariable(&r_track_sprites);
6458 Cvar_RegisterVariable(&r_track_sprites_flags);
6459 Cvar_RegisterVariable(&r_track_sprites_scalew);
6460 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6461 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6462 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6465 extern void R_Textures_Init(void);
6466 extern void GL_Draw_Init(void);
6467 extern void GL_Main_Init(void);
6468 extern void R_Shadow_Init(void);
6469 extern void R_Sky_Init(void);
6470 extern void GL_Surf_Init(void);
6471 extern void R_Particles_Init(void);
6472 extern void R_Explosion_Init(void);
6473 extern void gl_backend_init(void);
6474 extern void Sbar_Init(void);
6475 extern void R_LightningBeams_Init(void);
6476 extern void Mod_RenderInit(void);
6477 extern void Font_Init(void);
6479 void Render_Init(void)
6492 R_LightningBeams_Init();
6501 extern char *ENGINE_EXTENSIONS;
6504 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6505 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6506 gl_version = (const char *)qglGetString(GL_VERSION);
6507 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6511 if (!gl_platformextensions)
6512 gl_platformextensions = "";
6514 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6515 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6516 Con_Printf("GL_VERSION: %s\n", gl_version);
6517 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6518 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6520 VID_CheckExtensions();
6522 // LordHavoc: report supported extensions
6523 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6525 // clear to black (loading plaque will be seen over this)
6527 qglClearColor(0,0,0,1);CHECKGLERROR
6528 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6531 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6535 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6537 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6540 p = r_refdef.view.frustum + i;
6545 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6549 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6553 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6557 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6561 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6565 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6569 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6573 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6581 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6585 for (i = 0;i < numplanes;i++)
6592 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6596 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6600 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6604 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6608 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6612 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6616 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6620 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6628 //==================================================================================
6630 // LordHavoc: this stores temporary data used within the same frame
6632 qboolean r_framedata_failed;
6633 static size_t r_framedata_size;
6634 static size_t r_framedata_current;
6635 static void *r_framedata_base;
6637 void R_FrameData_Reset(void)
6639 if (r_framedata_base)
6640 Mem_Free(r_framedata_base);
6641 r_framedata_base = NULL;
6642 r_framedata_size = 0;
6643 r_framedata_current = 0;
6644 r_framedata_failed = false;
6647 void R_FrameData_NewFrame(void)
6650 if (r_framedata_failed)
6651 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6652 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6653 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6654 if (r_framedata_size != wantedsize)
6656 r_framedata_size = wantedsize;
6657 if (r_framedata_base)
6658 Mem_Free(r_framedata_base);
6659 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6661 r_framedata_current = 0;
6662 r_framedata_failed = false;
6665 void *R_FrameData_Alloc(size_t size)
6669 // align to 16 byte boundary
6670 size = (size + 15) & ~15;
6671 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6672 r_framedata_current += size;
6675 if (r_framedata_current > r_framedata_size)
6676 r_framedata_failed = true;
6678 // return NULL on everything after a failure
6679 if (r_framedata_failed)
6685 void *R_FrameData_Store(size_t size, void *data)
6687 void *d = R_FrameData_Alloc(size);
6689 memcpy(d, data, size);
6693 //==================================================================================
6695 // LordHavoc: animcache originally written by Echon, rewritten since then
6698 * Animation cache prevents re-generating mesh data for an animated model
6699 * multiple times in one frame for lighting, shadowing, reflections, etc.
6702 void R_AnimCache_Free(void)
6706 void R_AnimCache_ClearCache(void)
6709 entity_render_t *ent;
6711 for (i = 0;i < r_refdef.scene.numentities;i++)
6713 ent = r_refdef.scene.entities[i];
6714 ent->animcache_vertex3f = NULL;
6715 ent->animcache_normal3f = NULL;
6716 ent->animcache_svector3f = NULL;
6717 ent->animcache_tvector3f = NULL;
6718 ent->animcache_vertexposition = NULL;
6719 ent->animcache_vertexmesh = NULL;
6720 ent->animcache_vertexpositionbuffer = NULL;
6721 ent->animcache_vertexmeshbuffer = NULL;
6725 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6728 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6729 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6730 if (!ent->animcache_vertexposition)
6731 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6732 if (ent->animcache_vertexposition)
6734 for (i = 0;i < numvertices;i++)
6735 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6736 // TODO: upload vertex buffer?
6738 if (ent->animcache_vertexmesh)
6740 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6741 for (i = 0;i < numvertices;i++)
6742 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6743 if (ent->animcache_svector3f)
6744 for (i = 0;i < numvertices;i++)
6745 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6746 if (ent->animcache_tvector3f)
6747 for (i = 0;i < numvertices;i++)
6748 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6749 if (ent->animcache_normal3f)
6750 for (i = 0;i < numvertices;i++)
6751 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6752 // TODO: upload vertex buffer?
6756 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6758 dp_model_t *model = ent->model;
6760 // see if it's already cached this frame
6761 if (ent->animcache_vertex3f)
6763 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6764 if (wantnormals || wanttangents)
6766 if (ent->animcache_normal3f)
6767 wantnormals = false;
6768 if (ent->animcache_svector3f)
6769 wanttangents = false;
6770 if (wantnormals || wanttangents)
6772 numvertices = model->surfmesh.num_vertices;
6774 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6777 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6778 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6780 if (!r_framedata_failed)
6782 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6783 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6790 // see if this ent is worth caching
6791 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6793 // get some memory for this entity and generate mesh data
6794 numvertices = model->surfmesh.num_vertices;
6795 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6797 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6800 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6801 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6803 if (!r_framedata_failed)
6805 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6806 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6809 return !r_framedata_failed;
6812 void R_AnimCache_CacheVisibleEntities(void)
6815 qboolean wantnormals = true;
6816 qboolean wanttangents = !r_showsurfaces.integer;
6818 switch(vid.renderpath)
6820 case RENDERPATH_GL20:
6821 case RENDERPATH_CGGL:
6823 case RENDERPATH_GL13:
6824 case RENDERPATH_GL11:
6825 wanttangents = false;
6829 if (r_shownormals.integer)
6830 wanttangents = wantnormals = true;
6832 // TODO: thread this
6833 // NOTE: R_PrepareRTLights() also caches entities
6835 for (i = 0;i < r_refdef.scene.numentities;i++)
6836 if (r_refdef.viewcache.entityvisible[i])
6837 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6840 //==================================================================================
6842 static void R_View_UpdateEntityLighting (void)
6845 entity_render_t *ent;
6846 vec3_t tempdiffusenormal, avg;
6847 vec_t f, fa, fd, fdd;
6848 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6850 for (i = 0;i < r_refdef.scene.numentities;i++)
6852 ent = r_refdef.scene.entities[i];
6854 // skip unseen models
6855 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6859 if (ent->model && ent->model->brush.num_leafs)
6861 // TODO: use modellight for r_ambient settings on world?
6862 VectorSet(ent->modellight_ambient, 0, 0, 0);
6863 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6864 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6868 // fetch the lighting from the worldmodel data
6869 VectorClear(ent->modellight_ambient);
6870 VectorClear(ent->modellight_diffuse);
6871 VectorClear(tempdiffusenormal);
6872 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6875 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6876 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6877 if(ent->flags & RENDER_EQUALIZE)
6879 // first fix up ambient lighting...
6880 if(r_equalize_entities_minambient.value > 0)
6882 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6885 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6886 if(fa < r_equalize_entities_minambient.value * fd)
6889 // fa'/fd' = minambient
6890 // fa'+0.25*fd' = fa+0.25*fd
6892 // fa' = fd' * minambient
6893 // fd'*(0.25+minambient) = fa+0.25*fd
6895 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6896 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6898 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6899 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
6900 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6901 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6906 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6908 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6909 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6912 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6913 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6914 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6920 VectorSet(ent->modellight_ambient, 1, 1, 1);
6922 // move the light direction into modelspace coordinates for lighting code
6923 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6924 if(VectorLength2(ent->modellight_lightdir) == 0)
6925 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6926 VectorNormalize(ent->modellight_lightdir);
6930 #define MAX_LINEOFSIGHTTRACES 64
6932 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6935 vec3_t boxmins, boxmaxs;
6938 dp_model_t *model = r_refdef.scene.worldmodel;
6940 if (!model || !model->brush.TraceLineOfSight)
6943 // expand the box a little
6944 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6945 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6946 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6947 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6948 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6949 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6951 // return true if eye is inside enlarged box
6952 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6956 VectorCopy(eye, start);
6957 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6958 if (model->brush.TraceLineOfSight(model, start, end))
6961 // try various random positions
6962 for (i = 0;i < numsamples;i++)
6964 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6965 if (model->brush.TraceLineOfSight(model, start, end))
6973 static void R_View_UpdateEntityVisible (void)
6978 entity_render_t *ent;
6980 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6981 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6982 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6983 : RENDER_EXTERIORMODEL;
6984 if (!r_drawviewmodel.integer)
6985 renderimask |= RENDER_VIEWMODEL;
6986 if (!r_drawexteriormodel.integer)
6987 renderimask |= RENDER_EXTERIORMODEL;
6988 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6990 // worldmodel can check visibility
6991 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6992 for (i = 0;i < r_refdef.scene.numentities;i++)
6994 ent = r_refdef.scene.entities[i];
6995 if (!(ent->flags & renderimask))
6996 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)))
6997 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))
6998 r_refdef.viewcache.entityvisible[i] = true;
7000 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7001 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7003 for (i = 0;i < r_refdef.scene.numentities;i++)
7005 ent = r_refdef.scene.entities[i];
7006 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7008 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7010 continue; // temp entities do pvs only
7011 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7012 ent->last_trace_visibility = realtime;
7013 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7014 r_refdef.viewcache.entityvisible[i] = 0;
7021 // no worldmodel or it can't check visibility
7022 for (i = 0;i < r_refdef.scene.numentities;i++)
7024 ent = r_refdef.scene.entities[i];
7025 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));
7030 /// only used if skyrendermasked, and normally returns false
7031 int R_DrawBrushModelsSky (void)
7034 entity_render_t *ent;
7037 for (i = 0;i < r_refdef.scene.numentities;i++)
7039 if (!r_refdef.viewcache.entityvisible[i])
7041 ent = r_refdef.scene.entities[i];
7042 if (!ent->model || !ent->model->DrawSky)
7044 ent->model->DrawSky(ent);
7050 static void R_DrawNoModel(entity_render_t *ent);
7051 static void R_DrawModels(void)
7054 entity_render_t *ent;
7056 for (i = 0;i < r_refdef.scene.numentities;i++)
7058 if (!r_refdef.viewcache.entityvisible[i])
7060 ent = r_refdef.scene.entities[i];
7061 r_refdef.stats.entities++;
7062 if (ent->model && ent->model->Draw != NULL)
7063 ent->model->Draw(ent);
7069 static void R_DrawModelsDepth(void)
7072 entity_render_t *ent;
7074 for (i = 0;i < r_refdef.scene.numentities;i++)
7076 if (!r_refdef.viewcache.entityvisible[i])
7078 ent = r_refdef.scene.entities[i];
7079 if (ent->model && ent->model->DrawDepth != NULL)
7080 ent->model->DrawDepth(ent);
7084 static void R_DrawModelsDebug(void)
7087 entity_render_t *ent;
7089 for (i = 0;i < r_refdef.scene.numentities;i++)
7091 if (!r_refdef.viewcache.entityvisible[i])
7093 ent = r_refdef.scene.entities[i];
7094 if (ent->model && ent->model->DrawDebug != NULL)
7095 ent->model->DrawDebug(ent);
7099 static void R_DrawModelsAddWaterPlanes(void)
7102 entity_render_t *ent;
7104 for (i = 0;i < r_refdef.scene.numentities;i++)
7106 if (!r_refdef.viewcache.entityvisible[i])
7108 ent = r_refdef.scene.entities[i];
7109 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7110 ent->model->DrawAddWaterPlanes(ent);
7114 static void R_View_SetFrustum(void)
7117 double slopex, slopey;
7118 vec3_t forward, left, up, origin;
7120 // we can't trust r_refdef.view.forward and friends in reflected scenes
7121 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7124 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7125 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7126 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7127 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7128 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7129 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7130 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7131 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7132 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7133 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7134 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7135 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7139 zNear = r_refdef.nearclip;
7140 nudge = 1.0 - 1.0 / (1<<23);
7141 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7142 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7143 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7144 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7145 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7146 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7147 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7148 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7154 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7155 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7156 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7157 r_refdef.view.frustum[0].dist = m[15] - m[12];
7159 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7160 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7161 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7162 r_refdef.view.frustum[1].dist = m[15] + m[12];
7164 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7165 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7166 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7167 r_refdef.view.frustum[2].dist = m[15] - m[13];
7169 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7170 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7171 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7172 r_refdef.view.frustum[3].dist = m[15] + m[13];
7174 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7175 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7176 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7177 r_refdef.view.frustum[4].dist = m[15] - m[14];
7179 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7180 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7181 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7182 r_refdef.view.frustum[5].dist = m[15] + m[14];
7185 if (r_refdef.view.useperspective)
7187 slopex = 1.0 / r_refdef.view.frustum_x;
7188 slopey = 1.0 / r_refdef.view.frustum_y;
7189 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7190 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7191 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7192 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7193 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7195 // Leaving those out was a mistake, those were in the old code, and they
7196 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7197 // I couldn't reproduce it after adding those normalizations. --blub
7198 VectorNormalize(r_refdef.view.frustum[0].normal);
7199 VectorNormalize(r_refdef.view.frustum[1].normal);
7200 VectorNormalize(r_refdef.view.frustum[2].normal);
7201 VectorNormalize(r_refdef.view.frustum[3].normal);
7203 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7204 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]);
7205 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]);
7206 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]);
7207 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]);
7209 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7210 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7211 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7212 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7213 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7217 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7218 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7219 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7220 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7221 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7222 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7223 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7224 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7225 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7226 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7228 r_refdef.view.numfrustumplanes = 5;
7230 if (r_refdef.view.useclipplane)
7232 r_refdef.view.numfrustumplanes = 6;
7233 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7236 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7237 PlaneClassify(r_refdef.view.frustum + i);
7239 // LordHavoc: note to all quake engine coders, Quake had a special case
7240 // for 90 degrees which assumed a square view (wrong), so I removed it,
7241 // Quake2 has it disabled as well.
7243 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7244 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7245 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7246 //PlaneClassify(&frustum[0]);
7248 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7249 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7250 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7251 //PlaneClassify(&frustum[1]);
7253 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7254 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7255 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7256 //PlaneClassify(&frustum[2]);
7258 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7259 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7260 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7261 //PlaneClassify(&frustum[3]);
7264 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7265 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7266 //PlaneClassify(&frustum[4]);
7269 void R_View_Update(void)
7271 R_Main_ResizeViewCache();
7272 R_View_SetFrustum();
7273 R_View_WorldVisibility(r_refdef.view.useclipplane);
7274 R_View_UpdateEntityVisible();
7275 R_View_UpdateEntityLighting();
7278 void R_SetupView(qboolean allowwaterclippingplane)
7280 const float *customclipplane = NULL;
7282 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7284 // LordHavoc: couldn't figure out how to make this approach the
7285 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7286 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7287 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7288 dist = r_refdef.view.clipplane.dist;
7289 plane[0] = r_refdef.view.clipplane.normal[0];
7290 plane[1] = r_refdef.view.clipplane.normal[1];
7291 plane[2] = r_refdef.view.clipplane.normal[2];
7293 customclipplane = plane;
7296 if (!r_refdef.view.useperspective)
7297 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);
7298 else if (vid.stencil && r_useinfinitefarclip.integer)
7299 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);
7301 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);
7302 R_SetViewport(&r_refdef.view.viewport);
7305 void R_EntityMatrix(const matrix4x4_t *matrix)
7307 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7309 gl_modelmatrixchanged = false;
7310 gl_modelmatrix = *matrix;
7311 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7312 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7313 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7314 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7316 switch(vid.renderpath)
7318 case RENDERPATH_GL20:
7319 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7320 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7321 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7323 case RENDERPATH_CGGL:
7326 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7327 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7328 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7331 case RENDERPATH_GL13:
7332 case RENDERPATH_GL11:
7333 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7339 void R_ResetViewRendering2D(void)
7341 r_viewport_t viewport;
7344 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7345 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);
7346 R_SetViewport(&viewport);
7347 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7348 GL_Color(1, 1, 1, 1);
7349 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7350 GL_BlendFunc(GL_ONE, GL_ZERO);
7351 GL_AlphaTest(false);
7352 GL_ScissorTest(false);
7353 GL_DepthMask(false);
7354 GL_DepthRange(0, 1);
7355 GL_DepthTest(false);
7356 R_EntityMatrix(&identitymatrix);
7357 R_Mesh_ResetTextureState();
7358 GL_PolygonOffset(0, 0);
7359 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7360 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7361 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7362 qglStencilMask(~0);CHECKGLERROR
7363 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7364 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7365 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7368 void R_ResetViewRendering3D(void)
7373 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7374 GL_Color(1, 1, 1, 1);
7375 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7376 GL_BlendFunc(GL_ONE, GL_ZERO);
7377 GL_AlphaTest(false);
7378 GL_ScissorTest(true);
7380 GL_DepthRange(0, 1);
7382 R_EntityMatrix(&identitymatrix);
7383 R_Mesh_ResetTextureState();
7384 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7385 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7386 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7387 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7388 qglStencilMask(~0);CHECKGLERROR
7389 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7390 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7391 GL_CullFace(r_refdef.view.cullface_back);
7396 R_RenderView_UpdateViewVectors
7399 static void R_RenderView_UpdateViewVectors(void)
7401 // break apart the view matrix into vectors for various purposes
7402 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7403 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7404 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7405 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7406 // make an inverted copy of the view matrix for tracking sprites
7407 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7410 void R_RenderScene(void);
7411 void R_RenderWaterPlanes(void);
7413 static void R_Water_StartFrame(void)
7416 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7417 r_waterstate_waterplane_t *p;
7419 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7422 switch(vid.renderpath)
7424 case RENDERPATH_GL20:
7425 case RENDERPATH_CGGL:
7427 case RENDERPATH_GL13:
7428 case RENDERPATH_GL11:
7432 // set waterwidth and waterheight to the water resolution that will be
7433 // used (often less than the screen resolution for faster rendering)
7434 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7435 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7437 // calculate desired texture sizes
7438 // can't use water if the card does not support the texture size
7439 if (!r_water.integer || r_showsurfaces.integer)
7440 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7441 else if (vid.support.arb_texture_non_power_of_two)
7443 texturewidth = waterwidth;
7444 textureheight = waterheight;
7445 camerawidth = waterwidth;
7446 cameraheight = waterheight;
7450 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7451 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7452 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7453 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7456 // allocate textures as needed
7457 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7459 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7460 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7462 if (p->texture_refraction)
7463 R_FreeTexture(p->texture_refraction);
7464 p->texture_refraction = NULL;
7465 if (p->texture_reflection)
7466 R_FreeTexture(p->texture_reflection);
7467 p->texture_reflection = NULL;
7468 if (p->texture_camera)
7469 R_FreeTexture(p->texture_camera);
7470 p->texture_camera = NULL;
7472 memset(&r_waterstate, 0, sizeof(r_waterstate));
7473 r_waterstate.texturewidth = texturewidth;
7474 r_waterstate.textureheight = textureheight;
7475 r_waterstate.camerawidth = camerawidth;
7476 r_waterstate.cameraheight = cameraheight;
7479 if (r_waterstate.texturewidth)
7481 r_waterstate.enabled = true;
7483 // when doing a reduced render (HDR) we want to use a smaller area
7484 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7485 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7487 // set up variables that will be used in shader setup
7488 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7489 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7490 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7491 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7494 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7495 r_waterstate.numwaterplanes = 0;
7498 void R_Water_AddWaterPlane(msurface_t *surface)
7500 int triangleindex, planeindex;
7507 r_waterstate_waterplane_t *p;
7508 texture_t *t = R_GetCurrentTexture(surface->texture);
7509 cam_ent = t->camera_entity;
7510 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7513 // just use the first triangle with a valid normal for any decisions
7514 VectorClear(normal);
7515 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7517 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7518 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7519 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7520 TriangleNormal(vert[0], vert[1], vert[2], normal);
7521 if (VectorLength2(normal) >= 0.001)
7525 VectorCopy(normal, plane.normal);
7526 VectorNormalize(plane.normal);
7527 plane.dist = DotProduct(vert[0], plane.normal);
7528 PlaneClassify(&plane);
7529 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7531 // skip backfaces (except if nocullface is set)
7532 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7534 VectorNegate(plane.normal, plane.normal);
7536 PlaneClassify(&plane);
7540 // find a matching plane if there is one
7541 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7542 if(p->camera_entity == t->camera_entity)
7543 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7545 if (planeindex >= r_waterstate.maxwaterplanes)
7546 return; // nothing we can do, out of planes
7548 // if this triangle does not fit any known plane rendered this frame, add one
7549 if (planeindex >= r_waterstate.numwaterplanes)
7551 // store the new plane
7552 r_waterstate.numwaterplanes++;
7554 // clear materialflags and pvs
7555 p->materialflags = 0;
7556 p->pvsvalid = false;
7557 p->camera_entity = t->camera_entity;
7559 // merge this surface's materialflags into the waterplane
7560 p->materialflags |= t->currentmaterialflags;
7561 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7563 // merge this surface's PVS into the waterplane
7564 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7565 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7566 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7568 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7574 static void R_Water_ProcessPlanes(void)
7576 r_refdef_view_t originalview;
7577 r_refdef_view_t myview;
7579 r_waterstate_waterplane_t *p;
7582 originalview = r_refdef.view;
7584 // make sure enough textures are allocated
7585 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7587 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7589 if (!p->texture_refraction)
7590 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7591 if (!p->texture_refraction)
7594 else if (p->materialflags & MATERIALFLAG_CAMERA)
7596 if (!p->texture_camera)
7597 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7598 if (!p->texture_camera)
7602 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7604 if (!p->texture_reflection)
7605 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7606 if (!p->texture_reflection)
7612 r_refdef.view = originalview;
7613 r_refdef.view.showdebug = false;
7614 r_refdef.view.width = r_waterstate.waterwidth;
7615 r_refdef.view.height = r_waterstate.waterheight;
7616 r_refdef.view.useclipplane = true;
7617 myview = r_refdef.view;
7618 r_waterstate.renderingscene = true;
7619 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7621 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7623 r_refdef.view = myview;
7624 // render reflected scene and copy into texture
7625 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7626 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7627 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7628 r_refdef.view.clipplane = p->plane;
7629 // reverse the cullface settings for this render
7630 r_refdef.view.cullface_front = GL_FRONT;
7631 r_refdef.view.cullface_back = GL_BACK;
7632 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7634 r_refdef.view.usecustompvs = true;
7636 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7638 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7641 R_ResetViewRendering3D();
7642 R_ClearScreen(r_refdef.fogenabled);
7646 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);
7649 // render the normal view scene and copy into texture
7650 // (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)
7651 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7653 r_waterstate.renderingrefraction = true;
7654 r_refdef.view = myview;
7656 r_refdef.view.clipplane = p->plane;
7657 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7658 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7660 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7662 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7663 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7664 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7665 R_RenderView_UpdateViewVectors();
7666 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7669 PlaneClassify(&r_refdef.view.clipplane);
7671 R_ResetViewRendering3D();
7672 R_ClearScreen(r_refdef.fogenabled);
7676 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);
7677 r_waterstate.renderingrefraction = false;
7679 else if (p->materialflags & MATERIALFLAG_CAMERA)
7681 r_refdef.view = myview;
7683 r_refdef.view.clipplane = p->plane;
7684 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7685 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7687 r_refdef.view.width = r_waterstate.camerawidth;
7688 r_refdef.view.height = r_waterstate.cameraheight;
7689 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7690 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7692 if(p->camera_entity)
7694 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7695 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7698 // reverse the cullface settings for this render
7699 r_refdef.view.cullface_front = GL_FRONT;
7700 r_refdef.view.cullface_back = GL_BACK;
7701 // also reverse the view matrix
7702 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7703 R_RenderView_UpdateViewVectors();
7704 if(p->camera_entity)
7705 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7707 // camera needs no clipplane
7708 r_refdef.view.useclipplane = false;
7710 PlaneClassify(&r_refdef.view.clipplane);
7712 R_ResetViewRendering3D();
7713 R_ClearScreen(r_refdef.fogenabled);
7717 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7718 r_waterstate.renderingrefraction = false;
7722 r_waterstate.renderingscene = false;
7723 r_refdef.view = originalview;
7724 R_ResetViewRendering3D();
7725 R_ClearScreen(r_refdef.fogenabled);
7729 r_refdef.view = originalview;
7730 r_waterstate.renderingscene = false;
7731 Cvar_SetValueQuick(&r_water, 0);
7732 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7736 void R_Bloom_StartFrame(void)
7738 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7740 switch(vid.renderpath)
7742 case RENDERPATH_GL20:
7743 case RENDERPATH_CGGL:
7745 case RENDERPATH_GL13:
7746 case RENDERPATH_GL11:
7750 // set bloomwidth and bloomheight to the bloom resolution that will be
7751 // used (often less than the screen resolution for faster rendering)
7752 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7753 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7754 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7755 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7756 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7758 // calculate desired texture sizes
7759 if (vid.support.arb_texture_non_power_of_two)
7761 screentexturewidth = r_refdef.view.width;
7762 screentextureheight = r_refdef.view.height;
7763 bloomtexturewidth = r_bloomstate.bloomwidth;
7764 bloomtextureheight = r_bloomstate.bloomheight;
7768 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7769 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7770 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7771 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7774 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))
7776 Cvar_SetValueQuick(&r_hdr, 0);
7777 Cvar_SetValueQuick(&r_bloom, 0);
7778 Cvar_SetValueQuick(&r_motionblur, 0);
7779 Cvar_SetValueQuick(&r_damageblur, 0);
7782 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)))
7783 screentexturewidth = screentextureheight = 0;
7784 if (!r_hdr.integer && !r_bloom.integer)
7785 bloomtexturewidth = bloomtextureheight = 0;
7787 // allocate textures as needed
7788 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7790 if (r_bloomstate.texture_screen)
7791 R_FreeTexture(r_bloomstate.texture_screen);
7792 r_bloomstate.texture_screen = NULL;
7793 r_bloomstate.screentexturewidth = screentexturewidth;
7794 r_bloomstate.screentextureheight = screentextureheight;
7795 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7796 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7798 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7800 if (r_bloomstate.texture_bloom)
7801 R_FreeTexture(r_bloomstate.texture_bloom);
7802 r_bloomstate.texture_bloom = NULL;
7803 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7804 r_bloomstate.bloomtextureheight = bloomtextureheight;
7805 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7806 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7809 // when doing a reduced render (HDR) we want to use a smaller area
7810 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7811 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7812 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7813 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7814 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7816 // set up a texcoord array for the full resolution screen image
7817 // (we have to keep this around to copy back during final render)
7818 r_bloomstate.screentexcoord2f[0] = 0;
7819 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7820 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7821 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7822 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7823 r_bloomstate.screentexcoord2f[5] = 0;
7824 r_bloomstate.screentexcoord2f[6] = 0;
7825 r_bloomstate.screentexcoord2f[7] = 0;
7827 // set up a texcoord array for the reduced resolution bloom image
7828 // (which will be additive blended over the screen image)
7829 r_bloomstate.bloomtexcoord2f[0] = 0;
7830 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7831 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7832 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7833 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7834 r_bloomstate.bloomtexcoord2f[5] = 0;
7835 r_bloomstate.bloomtexcoord2f[6] = 0;
7836 r_bloomstate.bloomtexcoord2f[7] = 0;
7838 if (r_hdr.integer || r_bloom.integer)
7840 r_bloomstate.enabled = true;
7841 r_bloomstate.hdr = r_hdr.integer != 0;
7844 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);
7847 void R_Bloom_CopyBloomTexture(float colorscale)
7849 r_refdef.stats.bloom++;
7851 // scale down screen texture to the bloom texture size
7853 R_SetViewport(&r_bloomstate.viewport);
7854 GL_BlendFunc(GL_ONE, GL_ZERO);
7855 GL_Color(colorscale, colorscale, colorscale, 1);
7856 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7857 // TODO: do boxfilter scale-down in shader?
7858 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7859 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7860 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7862 // we now have a bloom image in the framebuffer
7863 // copy it into the bloom image texture for later processing
7864 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);
7865 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7868 void R_Bloom_CopyHDRTexture(void)
7870 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);
7871 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7874 void R_Bloom_MakeTexture(void)
7877 float xoffset, yoffset, r, brighten;
7879 r_refdef.stats.bloom++;
7881 R_ResetViewRendering2D();
7883 // we have a bloom image in the framebuffer
7885 R_SetViewport(&r_bloomstate.viewport);
7887 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7890 r = bound(0, r_bloom_colorexponent.value / x, 1);
7891 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7893 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7894 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7895 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7896 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7898 // copy the vertically blurred bloom view to a texture
7899 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);
7900 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7903 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7904 brighten = r_bloom_brighten.value;
7906 brighten *= r_hdr_range.value;
7907 brighten = sqrt(brighten);
7909 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7910 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7912 for (dir = 0;dir < 2;dir++)
7914 // blend on at multiple vertical offsets to achieve a vertical blur
7915 // TODO: do offset blends using GLSL
7916 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7917 GL_BlendFunc(GL_ONE, GL_ZERO);
7918 for (x = -range;x <= range;x++)
7920 if (!dir){xoffset = 0;yoffset = x;}
7921 else {xoffset = x;yoffset = 0;}
7922 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7923 yoffset /= (float)r_bloomstate.bloomtextureheight;
7924 // compute a texcoord array with the specified x and y offset
7925 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7926 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7927 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7928 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7929 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7930 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7931 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7932 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7933 // this r value looks like a 'dot' particle, fading sharply to
7934 // black at the edges
7935 // (probably not realistic but looks good enough)
7936 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7937 //r = brighten/(range*2+1);
7938 r = brighten / (range * 2 + 1);
7940 r *= (1 - x*x/(float)(range*range));
7941 GL_Color(r, r, r, 1);
7942 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7943 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7944 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7945 GL_BlendFunc(GL_ONE, GL_ONE);
7948 // copy the vertically blurred bloom view to a texture
7949 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);
7950 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7953 // apply subtract last
7954 // (just like it would be in a GLSL shader)
7955 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7957 GL_BlendFunc(GL_ONE, GL_ZERO);
7959 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7960 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7961 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7962 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7964 GL_BlendFunc(GL_ONE, GL_ONE);
7965 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7966 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7967 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7968 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7969 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7970 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7971 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7973 // copy the darkened bloom view to a texture
7974 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);
7975 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7979 void R_HDR_RenderBloomTexture(void)
7981 int oldwidth, oldheight;
7982 float oldcolorscale;
7984 oldcolorscale = r_refdef.view.colorscale;
7985 oldwidth = r_refdef.view.width;
7986 oldheight = r_refdef.view.height;
7987 r_refdef.view.width = r_bloomstate.bloomwidth;
7988 r_refdef.view.height = r_bloomstate.bloomheight;
7990 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7991 // TODO: add exposure compensation features
7992 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7994 r_refdef.view.showdebug = false;
7995 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7997 R_ResetViewRendering3D();
7999 R_ClearScreen(r_refdef.fogenabled);
8000 if (r_timereport_active)
8001 R_TimeReport("HDRclear");
8004 if (r_timereport_active)
8005 R_TimeReport("visibility");
8007 // only do secondary renders with HDR if r_hdr is 2 or higher
8008 r_waterstate.numwaterplanes = 0;
8009 if (r_waterstate.enabled && r_hdr.integer >= 2)
8010 R_RenderWaterPlanes();
8012 r_refdef.view.showdebug = true;
8014 r_waterstate.numwaterplanes = 0;
8016 R_ResetViewRendering2D();
8018 R_Bloom_CopyHDRTexture();
8019 R_Bloom_MakeTexture();
8021 // restore the view settings
8022 r_refdef.view.width = oldwidth;
8023 r_refdef.view.height = oldheight;
8024 r_refdef.view.colorscale = oldcolorscale;
8026 R_ResetViewRendering3D();
8028 R_ClearScreen(r_refdef.fogenabled);
8029 if (r_timereport_active)
8030 R_TimeReport("viewclear");
8033 static void R_BlendView(void)
8035 unsigned int permutation;
8036 float uservecs[4][4];
8038 switch (vid.renderpath)
8040 case RENDERPATH_GL20:
8041 case RENDERPATH_CGGL:
8043 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8044 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8045 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8046 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8047 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8049 if (r_bloomstate.texture_screen)
8051 // make sure the buffer is available
8052 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8054 R_ResetViewRendering2D();
8056 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8058 // declare variables
8060 static float avgspeed;
8062 speed = VectorLength(cl.movement_velocity);
8064 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8065 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8067 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8068 speed = bound(0, speed, 1);
8069 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8071 // calculate values into a standard alpha
8072 cl.motionbluralpha = 1 - exp(-
8074 (r_motionblur.value * speed / 80)
8076 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8079 max(0.0001, cl.time - cl.oldtime) // fps independent
8082 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8083 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8085 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8087 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8088 GL_Color(1, 1, 1, cl.motionbluralpha);
8089 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8090 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8091 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8092 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8096 // copy view into the screen texture
8097 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);
8098 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8100 else if (!r_bloomstate.texture_bloom)
8102 // we may still have to do view tint...
8103 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8105 // apply a color tint to the whole view
8106 R_ResetViewRendering2D();
8107 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8108 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8109 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8110 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8111 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8113 break; // no screen processing, no bloom, skip it
8116 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8118 // render simple bloom effect
8119 // copy the screen and shrink it and darken it for the bloom process
8120 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8121 // make the bloom texture
8122 R_Bloom_MakeTexture();
8125 #if _MSC_VER >= 1400
8126 #define sscanf sscanf_s
8128 memset(uservecs, 0, sizeof(uservecs));
8129 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8130 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8131 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8132 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8134 R_ResetViewRendering2D();
8135 GL_Color(1, 1, 1, 1);
8136 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8137 GL_BlendFunc(GL_ONE, GL_ZERO);
8139 switch(vid.renderpath)
8141 case RENDERPATH_GL20:
8142 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8143 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8144 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8145 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8146 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]);
8147 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8148 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]);
8149 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]);
8150 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]);
8151 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]);
8152 // if (r_glsl_permutation->loc_UseSobel >= 0) qglUniform1fARB(r_glsl_permutation->loc_UseSobel , r_glsl_postprocess_sobel.value);
8153 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8154 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8156 case RENDERPATH_CGGL:
8158 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8159 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8160 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8161 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8162 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
8163 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8164 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
8165 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
8166 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
8167 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
8168 // if (r_cg_permutation->fp_UseSobel ) cgGLSetParameter1f( r_cg_permutation->fp_UseSobel , r_glsl_postprocess_sobel.value);CHECKCGERROR
8169 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8170 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8176 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8177 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8179 case RENDERPATH_GL13:
8180 case RENDERPATH_GL11:
8181 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8183 // apply a color tint to the whole view
8184 R_ResetViewRendering2D();
8185 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8186 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8187 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8188 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8189 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8195 matrix4x4_t r_waterscrollmatrix;
8197 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8199 if (r_refdef.fog_density)
8201 r_refdef.fogcolor[0] = r_refdef.fog_red;
8202 r_refdef.fogcolor[1] = r_refdef.fog_green;
8203 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8205 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8206 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8207 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8208 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8212 VectorCopy(r_refdef.fogcolor, fogvec);
8213 // color.rgb *= ContrastBoost * SceneBrightness;
8214 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8215 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8216 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8217 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8222 void R_UpdateVariables(void)
8226 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8228 r_refdef.farclip = r_farclip_base.value;
8229 if (r_refdef.scene.worldmodel)
8230 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8231 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8233 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8234 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8235 r_refdef.polygonfactor = 0;
8236 r_refdef.polygonoffset = 0;
8237 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8238 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8240 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8241 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8242 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8243 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8244 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8245 if (r_showsurfaces.integer)
8247 r_refdef.scene.rtworld = false;
8248 r_refdef.scene.rtworldshadows = false;
8249 r_refdef.scene.rtdlight = false;
8250 r_refdef.scene.rtdlightshadows = false;
8251 r_refdef.lightmapintensity = 0;
8254 if (gamemode == GAME_NEHAHRA)
8256 if (gl_fogenable.integer)
8258 r_refdef.oldgl_fogenable = true;
8259 r_refdef.fog_density = gl_fogdensity.value;
8260 r_refdef.fog_red = gl_fogred.value;
8261 r_refdef.fog_green = gl_foggreen.value;
8262 r_refdef.fog_blue = gl_fogblue.value;
8263 r_refdef.fog_alpha = 1;
8264 r_refdef.fog_start = 0;
8265 r_refdef.fog_end = gl_skyclip.value;
8266 r_refdef.fog_height = 1<<30;
8267 r_refdef.fog_fadedepth = 128;
8269 else if (r_refdef.oldgl_fogenable)
8271 r_refdef.oldgl_fogenable = false;
8272 r_refdef.fog_density = 0;
8273 r_refdef.fog_red = 0;
8274 r_refdef.fog_green = 0;
8275 r_refdef.fog_blue = 0;
8276 r_refdef.fog_alpha = 0;
8277 r_refdef.fog_start = 0;
8278 r_refdef.fog_end = 0;
8279 r_refdef.fog_height = 1<<30;
8280 r_refdef.fog_fadedepth = 128;
8284 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8285 r_refdef.fog_start = max(0, r_refdef.fog_start);
8286 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8288 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8290 if (r_refdef.fog_density && r_drawfog.integer)
8292 r_refdef.fogenabled = true;
8293 // this is the point where the fog reaches 0.9986 alpha, which we
8294 // consider a good enough cutoff point for the texture
8295 // (0.9986 * 256 == 255.6)
8296 if (r_fog_exp2.integer)
8297 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8299 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8300 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8301 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8302 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8303 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8304 R_BuildFogHeightTexture();
8305 // fog color was already set
8306 // update the fog texture
8307 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)
8308 R_BuildFogTexture();
8309 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8310 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8313 r_refdef.fogenabled = false;
8315 switch(vid.renderpath)
8317 case RENDERPATH_GL20:
8318 case RENDERPATH_CGGL:
8319 if(v_glslgamma.integer && !vid_gammatables_trivial)
8321 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8323 // build GLSL gamma texture
8324 #define RAMPWIDTH 256
8325 unsigned short ramp[RAMPWIDTH * 3];
8326 unsigned char rampbgr[RAMPWIDTH][4];
8329 r_texture_gammaramps_serial = vid_gammatables_serial;
8331 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8332 for(i = 0; i < RAMPWIDTH; ++i)
8334 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8335 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8336 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8339 if (r_texture_gammaramps)
8341 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8345 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);
8351 // remove GLSL gamma texture
8354 case RENDERPATH_GL13:
8355 case RENDERPATH_GL11:
8360 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8361 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8367 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8368 if( scenetype != r_currentscenetype ) {
8369 // store the old scenetype
8370 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8371 r_currentscenetype = scenetype;
8372 // move in the new scene
8373 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8382 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8384 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8385 if( scenetype == r_currentscenetype ) {
8386 return &r_refdef.scene;
8388 return &r_scenes_store[ scenetype ];
8397 void R_RenderView(void)
8399 if (r_timereport_active)
8400 R_TimeReport("start");
8401 r_textureframe++; // used only by R_GetCurrentTexture
8402 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8404 if (!r_drawentities.integer)
8405 r_refdef.scene.numentities = 0;
8407 R_AnimCache_ClearCache();
8408 R_FrameData_NewFrame();
8410 if (r_refdef.view.isoverlay)
8412 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8413 GL_Clear( GL_DEPTH_BUFFER_BIT );
8414 R_TimeReport("depthclear");
8416 r_refdef.view.showdebug = false;
8418 r_waterstate.enabled = false;
8419 r_waterstate.numwaterplanes = 0;
8427 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8428 return; //Host_Error ("R_RenderView: NULL worldmodel");
8430 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8432 R_RenderView_UpdateViewVectors();
8434 R_Shadow_UpdateWorldLightSelection();
8436 R_Bloom_StartFrame();
8437 R_Water_StartFrame();
8440 if (r_timereport_active)
8441 R_TimeReport("viewsetup");
8443 R_ResetViewRendering3D();
8445 if (r_refdef.view.clear || r_refdef.fogenabled)
8447 R_ClearScreen(r_refdef.fogenabled);
8448 if (r_timereport_active)
8449 R_TimeReport("viewclear");
8451 r_refdef.view.clear = true;
8453 // this produces a bloom texture to be used in R_BlendView() later
8454 if (r_hdr.integer && r_bloomstate.bloomwidth)
8456 R_HDR_RenderBloomTexture();
8457 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8458 r_textureframe++; // used only by R_GetCurrentTexture
8461 r_refdef.view.showdebug = true;
8464 if (r_timereport_active)
8465 R_TimeReport("visibility");
8467 r_waterstate.numwaterplanes = 0;
8468 if (r_waterstate.enabled)
8469 R_RenderWaterPlanes();
8472 r_waterstate.numwaterplanes = 0;
8475 if (r_timereport_active)
8476 R_TimeReport("blendview");
8478 GL_Scissor(0, 0, vid.width, vid.height);
8479 GL_ScissorTest(false);
8483 void R_RenderWaterPlanes(void)
8485 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8487 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8488 if (r_timereport_active)
8489 R_TimeReport("waterworld");
8492 // don't let sound skip if going slow
8493 if (r_refdef.scene.extraupdate)
8496 R_DrawModelsAddWaterPlanes();
8497 if (r_timereport_active)
8498 R_TimeReport("watermodels");
8500 if (r_waterstate.numwaterplanes)
8502 R_Water_ProcessPlanes();
8503 if (r_timereport_active)
8504 R_TimeReport("waterscenes");
8508 extern void R_DrawLightningBeams (void);
8509 extern void VM_CL_AddPolygonsToMeshQueue (void);
8510 extern void R_DrawPortals (void);
8511 extern cvar_t cl_locs_show;
8512 static void R_DrawLocs(void);
8513 static void R_DrawEntityBBoxes(void);
8514 static void R_DrawModelDecals(void);
8515 extern void R_DrawModelShadows(void);
8516 extern void R_DrawModelShadowMaps(void);
8517 extern cvar_t cl_decals_newsystem;
8518 extern qboolean r_shadow_usingdeferredprepass;
8519 void R_RenderScene(void)
8521 qboolean shadowmapping = false;
8523 if (r_timereport_active)
8524 R_TimeReport("beginscene");
8526 r_refdef.stats.renders++;
8530 // don't let sound skip if going slow
8531 if (r_refdef.scene.extraupdate)
8534 R_MeshQueue_BeginScene();
8538 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);
8540 if (r_timereport_active)
8541 R_TimeReport("skystartframe");
8543 if (cl.csqc_vidvars.drawworld)
8545 // don't let sound skip if going slow
8546 if (r_refdef.scene.extraupdate)
8549 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8551 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8552 if (r_timereport_active)
8553 R_TimeReport("worldsky");
8556 if (R_DrawBrushModelsSky() && r_timereport_active)
8557 R_TimeReport("bmodelsky");
8559 if (skyrendermasked && skyrenderlater)
8561 // we have to force off the water clipping plane while rendering sky
8565 if (r_timereport_active)
8566 R_TimeReport("sky");
8570 R_AnimCache_CacheVisibleEntities();
8571 if (r_timereport_active)
8572 R_TimeReport("animation");
8574 R_Shadow_PrepareLights();
8575 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8576 R_Shadow_PrepareModelShadows();
8577 if (r_timereport_active)
8578 R_TimeReport("preparelights");
8580 if (R_Shadow_ShadowMappingEnabled())
8581 shadowmapping = true;
8583 if (r_shadow_usingdeferredprepass)
8584 R_Shadow_DrawPrepass();
8586 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8588 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8589 if (r_timereport_active)
8590 R_TimeReport("worlddepth");
8592 if (r_depthfirst.integer >= 2)
8594 R_DrawModelsDepth();
8595 if (r_timereport_active)
8596 R_TimeReport("modeldepth");
8599 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8601 R_DrawModelShadowMaps();
8602 R_ResetViewRendering3D();
8603 // don't let sound skip if going slow
8604 if (r_refdef.scene.extraupdate)
8608 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8610 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8611 if (r_timereport_active)
8612 R_TimeReport("world");
8615 // don't let sound skip if going slow
8616 if (r_refdef.scene.extraupdate)
8620 if (r_timereport_active)
8621 R_TimeReport("models");
8623 // don't let sound skip if going slow
8624 if (r_refdef.scene.extraupdate)
8627 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8629 R_DrawModelShadows();
8630 R_ResetViewRendering3D();
8631 // don't let sound skip if going slow
8632 if (r_refdef.scene.extraupdate)
8636 if (!r_shadow_usingdeferredprepass)
8638 R_Shadow_DrawLights();
8639 if (r_timereport_active)
8640 R_TimeReport("rtlights");
8643 // don't let sound skip if going slow
8644 if (r_refdef.scene.extraupdate)
8647 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8649 R_DrawModelShadows();
8650 R_ResetViewRendering3D();
8651 // don't let sound skip if going slow
8652 if (r_refdef.scene.extraupdate)
8656 if (cl.csqc_vidvars.drawworld)
8658 if (cl_decals_newsystem.integer)
8660 R_DrawModelDecals();
8661 if (r_timereport_active)
8662 R_TimeReport("modeldecals");
8667 if (r_timereport_active)
8668 R_TimeReport("decals");
8672 if (r_timereport_active)
8673 R_TimeReport("particles");
8676 if (r_timereport_active)
8677 R_TimeReport("explosions");
8679 R_DrawLightningBeams();
8680 if (r_timereport_active)
8681 R_TimeReport("lightning");
8684 VM_CL_AddPolygonsToMeshQueue();
8686 if (r_refdef.view.showdebug)
8688 if (cl_locs_show.integer)
8691 if (r_timereport_active)
8692 R_TimeReport("showlocs");
8695 if (r_drawportals.integer)
8698 if (r_timereport_active)
8699 R_TimeReport("portals");
8702 if (r_showbboxes.value > 0)
8704 R_DrawEntityBBoxes();
8705 if (r_timereport_active)
8706 R_TimeReport("bboxes");
8710 R_MeshQueue_RenderTransparent();
8711 if (r_timereport_active)
8712 R_TimeReport("drawtrans");
8714 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))
8716 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8717 if (r_timereport_active)
8718 R_TimeReport("worlddebug");
8719 R_DrawModelsDebug();
8720 if (r_timereport_active)
8721 R_TimeReport("modeldebug");
8724 if (cl.csqc_vidvars.drawworld)
8726 R_Shadow_DrawCoronas();
8727 if (r_timereport_active)
8728 R_TimeReport("coronas");
8731 // don't let sound skip if going slow
8732 if (r_refdef.scene.extraupdate)
8735 R_ResetViewRendering2D();
8738 static const unsigned short bboxelements[36] =
8748 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8751 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8753 RSurf_ActiveWorldEntity();
8755 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8756 GL_DepthMask(false);
8757 GL_DepthRange(0, 1);
8758 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8759 R_Mesh_ResetTextureState();
8761 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8762 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8763 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8764 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8765 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8766 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8767 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8768 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8769 R_FillColors(color4f, 8, cr, cg, cb, ca);
8770 if (r_refdef.fogenabled)
8772 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8774 f1 = RSurf_FogVertex(v);
8776 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8777 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8778 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8781 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8782 R_Mesh_ResetTextureState();
8783 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8784 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8787 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8791 prvm_edict_t *edict;
8792 prvm_prog_t *prog_save = prog;
8794 // this function draws bounding boxes of server entities
8798 GL_CullFace(GL_NONE);
8799 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8803 for (i = 0;i < numsurfaces;i++)
8805 edict = PRVM_EDICT_NUM(surfacelist[i]);
8806 switch ((int)edict->fields.server->solid)
8808 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8809 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8810 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8811 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8812 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8813 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8815 color[3] *= r_showbboxes.value;
8816 color[3] = bound(0, color[3], 1);
8817 GL_DepthTest(!r_showdisabledepthtest.integer);
8818 GL_CullFace(r_refdef.view.cullface_front);
8819 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8825 static void R_DrawEntityBBoxes(void)
8828 prvm_edict_t *edict;
8830 prvm_prog_t *prog_save = prog;
8832 // this function draws bounding boxes of server entities
8838 for (i = 0;i < prog->num_edicts;i++)
8840 edict = PRVM_EDICT_NUM(i);
8841 if (edict->priv.server->free)
8843 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8844 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8846 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8848 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8849 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8855 static const int nomodelelement3i[24] =
8867 static const unsigned short nomodelelement3s[24] =
8879 static const float nomodelvertex3f[6*3] =
8889 static const float nomodelcolor4f[6*4] =
8891 0.0f, 0.0f, 0.5f, 1.0f,
8892 0.0f, 0.0f, 0.5f, 1.0f,
8893 0.0f, 0.5f, 0.0f, 1.0f,
8894 0.0f, 0.5f, 0.0f, 1.0f,
8895 0.5f, 0.0f, 0.0f, 1.0f,
8896 0.5f, 0.0f, 0.0f, 1.0f
8899 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8905 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);
8907 // this is only called once per entity so numsurfaces is always 1, and
8908 // surfacelist is always {0}, so this code does not handle batches
8910 if (rsurface.ent_flags & RENDER_ADDITIVE)
8912 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8913 GL_DepthMask(false);
8915 else if (rsurface.colormod[3] < 1)
8917 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8918 GL_DepthMask(false);
8922 GL_BlendFunc(GL_ONE, GL_ZERO);
8925 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8926 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8927 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8928 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8929 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8930 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8931 for (i = 0, c = color4f;i < 6;i++, c += 4)
8933 c[0] *= rsurface.colormod[0];
8934 c[1] *= rsurface.colormod[1];
8935 c[2] *= rsurface.colormod[2];
8936 c[3] *= rsurface.colormod[3];
8938 if (r_refdef.fogenabled)
8940 for (i = 0, c = color4f;i < 6;i++, c += 4)
8942 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8944 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8945 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8946 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8949 R_Mesh_ResetTextureState();
8950 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8951 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8954 void R_DrawNoModel(entity_render_t *ent)
8957 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8958 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8959 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8961 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8964 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8966 vec3_t right1, right2, diff, normal;
8968 VectorSubtract (org2, org1, normal);
8970 // calculate 'right' vector for start
8971 VectorSubtract (r_refdef.view.origin, org1, diff);
8972 CrossProduct (normal, diff, right1);
8973 VectorNormalize (right1);
8975 // calculate 'right' vector for end
8976 VectorSubtract (r_refdef.view.origin, org2, diff);
8977 CrossProduct (normal, diff, right2);
8978 VectorNormalize (right2);
8980 vert[ 0] = org1[0] + width * right1[0];
8981 vert[ 1] = org1[1] + width * right1[1];
8982 vert[ 2] = org1[2] + width * right1[2];
8983 vert[ 3] = org1[0] - width * right1[0];
8984 vert[ 4] = org1[1] - width * right1[1];
8985 vert[ 5] = org1[2] - width * right1[2];
8986 vert[ 6] = org2[0] - width * right2[0];
8987 vert[ 7] = org2[1] - width * right2[1];
8988 vert[ 8] = org2[2] - width * right2[2];
8989 vert[ 9] = org2[0] + width * right2[0];
8990 vert[10] = org2[1] + width * right2[1];
8991 vert[11] = org2[2] + width * right2[2];
8994 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)
8996 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8997 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8998 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8999 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9000 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9001 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9002 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9003 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9004 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9005 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9006 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9007 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9010 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9015 VectorSet(v, x, y, z);
9016 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9017 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9019 if (i == mesh->numvertices)
9021 if (mesh->numvertices < mesh->maxvertices)
9023 VectorCopy(v, vertex3f);
9024 mesh->numvertices++;
9026 return mesh->numvertices;
9032 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9036 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9037 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9038 e = mesh->element3i + mesh->numtriangles * 3;
9039 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9041 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9042 if (mesh->numtriangles < mesh->maxtriangles)
9047 mesh->numtriangles++;
9049 element[1] = element[2];
9053 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9057 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9058 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9059 e = mesh->element3i + mesh->numtriangles * 3;
9060 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9062 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9063 if (mesh->numtriangles < mesh->maxtriangles)
9068 mesh->numtriangles++;
9070 element[1] = element[2];
9074 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9075 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9077 int planenum, planenum2;
9080 mplane_t *plane, *plane2;
9082 double temppoints[2][256*3];
9083 // figure out how large a bounding box we need to properly compute this brush
9085 for (w = 0;w < numplanes;w++)
9086 maxdist = max(maxdist, fabs(planes[w].dist));
9087 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9088 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9089 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9093 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9094 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9096 if (planenum2 == planenum)
9098 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);
9101 if (tempnumpoints < 3)
9103 // generate elements forming a triangle fan for this polygon
9104 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9108 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)
9110 texturelayer_t *layer;
9111 layer = t->currentlayers + t->currentnumlayers++;
9113 layer->depthmask = depthmask;
9114 layer->blendfunc1 = blendfunc1;
9115 layer->blendfunc2 = blendfunc2;
9116 layer->texture = texture;
9117 layer->texmatrix = *matrix;
9118 layer->color[0] = r;
9119 layer->color[1] = g;
9120 layer->color[2] = b;
9121 layer->color[3] = a;
9124 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9127 index = parms[2] + r_refdef.scene.time * parms[3];
9128 index -= floor(index);
9132 case Q3WAVEFUNC_NONE:
9133 case Q3WAVEFUNC_NOISE:
9134 case Q3WAVEFUNC_COUNT:
9137 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9138 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9139 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9140 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9141 case Q3WAVEFUNC_TRIANGLE:
9143 f = index - floor(index);
9154 return (float)(parms[0] + parms[1] * f);
9157 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9162 matrix4x4_t matrix, temp;
9163 switch(tcmod->tcmod)
9167 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9168 matrix = r_waterscrollmatrix;
9170 matrix = identitymatrix;
9172 case Q3TCMOD_ENTITYTRANSLATE:
9173 // this is used in Q3 to allow the gamecode to control texcoord
9174 // scrolling on the entity, which is not supported in darkplaces yet.
9175 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9177 case Q3TCMOD_ROTATE:
9178 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9179 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9180 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9183 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9185 case Q3TCMOD_SCROLL:
9186 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9188 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9189 w = (int) tcmod->parms[0];
9190 h = (int) tcmod->parms[1];
9191 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9193 idx = (int) floor(f * w * h);
9194 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9196 case Q3TCMOD_STRETCH:
9197 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9198 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9200 case Q3TCMOD_TRANSFORM:
9201 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9202 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9203 VectorSet(tcmat + 6, 0 , 0 , 1);
9204 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9205 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9207 case Q3TCMOD_TURBULENT:
9208 // this is handled in the RSurf_PrepareVertices function
9209 matrix = identitymatrix;
9213 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9216 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9218 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9219 char name[MAX_QPATH];
9220 skinframe_t *skinframe;
9221 unsigned char pixels[296*194];
9222 strlcpy(cache->name, skinname, sizeof(cache->name));
9223 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9224 if (developer_loading.integer)
9225 Con_Printf("loading %s\n", name);
9226 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9227 if (!skinframe || !skinframe->base)
9230 fs_offset_t filesize;
9232 f = FS_LoadFile(name, tempmempool, true, &filesize);
9235 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9236 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9240 cache->skinframe = skinframe;
9243 texture_t *R_GetCurrentTexture(texture_t *t)
9246 const entity_render_t *ent = rsurface.entity;
9247 dp_model_t *model = ent->model;
9248 q3shaderinfo_layer_tcmod_t *tcmod;
9250 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9251 return t->currentframe;
9252 t->update_lastrenderframe = r_textureframe;
9253 t->update_lastrenderentity = (void *)ent;
9255 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9256 t->camera_entity = ent->entitynumber;
9258 t->camera_entity = 0;
9260 // switch to an alternate material if this is a q1bsp animated material
9262 texture_t *texture = t;
9263 int s = rsurface.ent_skinnum;
9264 if ((unsigned int)s >= (unsigned int)model->numskins)
9266 if (model->skinscenes)
9268 if (model->skinscenes[s].framecount > 1)
9269 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9271 s = model->skinscenes[s].firstframe;
9274 t = t + s * model->num_surfaces;
9277 // use an alternate animation if the entity's frame is not 0,
9278 // and only if the texture has an alternate animation
9279 if (rsurface.ent_alttextures && t->anim_total[1])
9280 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9282 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9284 texture->currentframe = t;
9287 // update currentskinframe to be a qw skin or animation frame
9288 if (rsurface.ent_qwskin >= 0)
9290 i = rsurface.ent_qwskin;
9291 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9293 r_qwskincache_size = cl.maxclients;
9295 Mem_Free(r_qwskincache);
9296 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9298 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9299 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9300 t->currentskinframe = r_qwskincache[i].skinframe;
9301 if (t->currentskinframe == NULL)
9302 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9304 else if (t->numskinframes >= 2)
9305 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9306 if (t->backgroundnumskinframes >= 2)
9307 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9309 t->currentmaterialflags = t->basematerialflags;
9310 t->currentalpha = rsurface.colormod[3];
9311 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9312 t->currentalpha *= r_wateralpha.value;
9313 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9314 t->currentalpha *= t->r_water_wateralpha;
9315 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9316 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9317 if (!(rsurface.ent_flags & RENDER_LIGHT))
9318 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9319 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9321 // pick a model lighting mode
9322 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9323 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9325 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9327 if (rsurface.ent_flags & RENDER_ADDITIVE)
9328 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9329 else if (t->currentalpha < 1)
9330 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9331 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9332 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9333 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9334 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9335 if (t->backgroundnumskinframes)
9336 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9337 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9339 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9340 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9343 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9344 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9345 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9347 // there is no tcmod
9348 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9350 t->currenttexmatrix = r_waterscrollmatrix;
9351 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9353 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9355 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9356 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9359 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9360 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9361 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9362 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9364 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9365 if (t->currentskinframe->qpixels)
9366 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9367 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9368 if (!t->basetexture)
9369 t->basetexture = r_texture_notexture;
9370 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9371 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9372 t->nmaptexture = t->currentskinframe->nmap;
9373 if (!t->nmaptexture)
9374 t->nmaptexture = r_texture_blanknormalmap;
9375 t->glosstexture = r_texture_black;
9376 t->glowtexture = t->currentskinframe->glow;
9377 t->fogtexture = t->currentskinframe->fog;
9378 t->reflectmasktexture = t->currentskinframe->reflect;
9379 if (t->backgroundnumskinframes)
9381 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9382 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9383 t->backgroundglosstexture = r_texture_black;
9384 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9385 if (!t->backgroundnmaptexture)
9386 t->backgroundnmaptexture = r_texture_blanknormalmap;
9390 t->backgroundbasetexture = r_texture_white;
9391 t->backgroundnmaptexture = r_texture_blanknormalmap;
9392 t->backgroundglosstexture = r_texture_black;
9393 t->backgroundglowtexture = NULL;
9395 t->specularpower = r_shadow_glossexponent.value;
9396 // TODO: store reference values for these in the texture?
9397 t->specularscale = 0;
9398 if (r_shadow_gloss.integer > 0)
9400 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9402 if (r_shadow_glossintensity.value > 0)
9404 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9405 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9406 t->specularscale = r_shadow_glossintensity.value;
9409 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9411 t->glosstexture = r_texture_white;
9412 t->backgroundglosstexture = r_texture_white;
9413 t->specularscale = r_shadow_gloss2intensity.value;
9414 t->specularpower = r_shadow_gloss2exponent.value;
9417 t->specularscale *= t->specularscalemod;
9418 t->specularpower *= t->specularpowermod;
9420 // lightmaps mode looks bad with dlights using actual texturing, so turn
9421 // off the colormap and glossmap, but leave the normalmap on as it still
9422 // accurately represents the shading involved
9423 if (gl_lightmaps.integer)
9425 t->basetexture = r_texture_grey128;
9426 t->pantstexture = r_texture_black;
9427 t->shirttexture = r_texture_black;
9428 t->nmaptexture = r_texture_blanknormalmap;
9429 t->glosstexture = r_texture_black;
9430 t->glowtexture = NULL;
9431 t->fogtexture = NULL;
9432 t->reflectmasktexture = NULL;
9433 t->backgroundbasetexture = NULL;
9434 t->backgroundnmaptexture = r_texture_blanknormalmap;
9435 t->backgroundglosstexture = r_texture_black;
9436 t->backgroundglowtexture = NULL;
9437 t->specularscale = 0;
9438 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9441 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9442 VectorClear(t->dlightcolor);
9443 t->currentnumlayers = 0;
9444 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9446 int blendfunc1, blendfunc2;
9448 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9450 blendfunc1 = GL_SRC_ALPHA;
9451 blendfunc2 = GL_ONE;
9453 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9455 blendfunc1 = GL_SRC_ALPHA;
9456 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9458 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9460 blendfunc1 = t->customblendfunc[0];
9461 blendfunc2 = t->customblendfunc[1];
9465 blendfunc1 = GL_ONE;
9466 blendfunc2 = GL_ZERO;
9468 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9469 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9471 // fullbright is not affected by r_refdef.lightmapintensity
9472 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]);
9473 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9474 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]);
9475 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9476 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]);
9480 vec3_t ambientcolor;
9482 // set the color tint used for lights affecting this surface
9483 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9485 // q3bsp has no lightmap updates, so the lightstylevalue that
9486 // would normally be baked into the lightmap must be
9487 // applied to the color
9488 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9489 if (model->type == mod_brushq3)
9490 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9491 colorscale *= r_refdef.lightmapintensity;
9492 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9493 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9494 // basic lit geometry
9495 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]);
9496 // add pants/shirt if needed
9497 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9498 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]);
9499 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9500 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]);
9501 // now add ambient passes if needed
9502 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9504 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]);
9505 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9506 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]);
9507 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9508 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]);
9511 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9512 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]);
9513 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9515 // if this is opaque use alpha blend which will darken the earlier
9518 // if this is an alpha blended material, all the earlier passes
9519 // were darkened by fog already, so we only need to add the fog
9520 // color ontop through the fog mask texture
9522 // if this is an additive blended material, all the earlier passes
9523 // were darkened by fog already, and we should not add fog color
9524 // (because the background was not darkened, there is no fog color
9525 // that was lost behind it).
9526 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]);
9530 return t->currentframe;
9533 rsurfacestate_t rsurface;
9535 void R_Mesh_ResizeArrays(int newvertices)
9537 unsigned char *base;
9539 if (rsurface.array_size >= newvertices)
9541 if (rsurface.array_base)
9542 Mem_Free(rsurface.array_base);
9543 rsurface.array_size = (newvertices + 1023) & ~1023;
9545 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9546 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9547 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9548 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9549 size += rsurface.array_size * sizeof(float[3]);
9550 size += rsurface.array_size * sizeof(float[3]);
9551 size += rsurface.array_size * sizeof(float[3]);
9552 size += rsurface.array_size * sizeof(float[3]);
9553 size += rsurface.array_size * sizeof(float[3]);
9554 size += rsurface.array_size * sizeof(float[3]);
9555 size += rsurface.array_size * sizeof(float[3]);
9556 size += rsurface.array_size * sizeof(float[3]);
9557 size += rsurface.array_size * sizeof(float[4]);
9558 size += rsurface.array_size * sizeof(float[2]);
9559 size += rsurface.array_size * sizeof(float[2]);
9560 size += rsurface.array_size * sizeof(float[4]);
9561 size += rsurface.array_size * sizeof(int[3]);
9562 size += rsurface.array_size * sizeof(unsigned short[3]);
9563 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9564 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9565 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9566 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9567 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9568 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9569 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9570 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9571 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9572 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9573 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9574 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9575 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9576 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9577 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9578 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9579 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9580 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9581 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9584 void RSurf_ActiveWorldEntity(void)
9586 dp_model_t *model = r_refdef.scene.worldmodel;
9587 //if (rsurface.entity == r_refdef.scene.worldentity)
9589 rsurface.entity = r_refdef.scene.worldentity;
9590 rsurface.skeleton = NULL;
9591 rsurface.ent_skinnum = 0;
9592 rsurface.ent_qwskin = -1;
9593 rsurface.ent_shadertime = 0;
9594 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9595 if (rsurface.array_size < model->surfmesh.num_vertices)
9596 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9597 rsurface.matrix = identitymatrix;
9598 rsurface.inversematrix = identitymatrix;
9599 rsurface.matrixscale = 1;
9600 rsurface.inversematrixscale = 1;
9601 R_EntityMatrix(&identitymatrix);
9602 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9603 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9604 rsurface.fograngerecip = r_refdef.fograngerecip;
9605 rsurface.fogheightfade = r_refdef.fogheightfade;
9606 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9607 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9608 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9609 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9610 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9611 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9612 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9613 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9614 rsurface.colormod[3] = 1;
9615 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);
9616 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9617 rsurface.frameblend[0].lerp = 1;
9618 rsurface.ent_alttextures = false;
9619 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9620 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9621 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9622 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9623 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9624 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9625 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9626 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9627 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9628 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9629 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9630 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9631 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9632 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9633 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9634 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9635 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9636 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9637 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9638 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9639 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9640 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9641 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9642 rsurface.modelelement3i = model->surfmesh.data_element3i;
9643 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9644 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9645 rsurface.modelelement3s = model->surfmesh.data_element3s;
9646 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9647 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9648 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9649 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9650 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9651 rsurface.modelsurfaces = model->data_surfaces;
9652 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9653 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9654 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9655 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9656 rsurface.modelgeneratedvertex = false;
9657 rsurface.batchgeneratedvertex = false;
9658 rsurface.batchfirstvertex = 0;
9659 rsurface.batchnumvertices = 0;
9660 rsurface.batchfirsttriangle = 0;
9661 rsurface.batchnumtriangles = 0;
9662 rsurface.batchvertex3f = NULL;
9663 rsurface.batchvertex3f_vertexbuffer = NULL;
9664 rsurface.batchvertex3f_bufferoffset = 0;
9665 rsurface.batchsvector3f = NULL;
9666 rsurface.batchsvector3f_vertexbuffer = NULL;
9667 rsurface.batchsvector3f_bufferoffset = 0;
9668 rsurface.batchtvector3f = NULL;
9669 rsurface.batchtvector3f_vertexbuffer = NULL;
9670 rsurface.batchtvector3f_bufferoffset = 0;
9671 rsurface.batchnormal3f = NULL;
9672 rsurface.batchnormal3f_vertexbuffer = NULL;
9673 rsurface.batchnormal3f_bufferoffset = 0;
9674 rsurface.batchlightmapcolor4f = NULL;
9675 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9676 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9677 rsurface.batchtexcoordtexture2f = NULL;
9678 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9679 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9680 rsurface.batchtexcoordlightmap2f = NULL;
9681 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9682 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9683 rsurface.batchvertexmesh = NULL;
9684 rsurface.batchvertexmeshbuffer = NULL;
9685 rsurface.batchvertexposition = NULL;
9686 rsurface.batchvertexpositionbuffer = NULL;
9687 rsurface.batchelement3i = NULL;
9688 rsurface.batchelement3i_indexbuffer = NULL;
9689 rsurface.batchelement3i_bufferoffset = 0;
9690 rsurface.batchelement3s = NULL;
9691 rsurface.batchelement3s_indexbuffer = NULL;
9692 rsurface.batchelement3s_bufferoffset = 0;
9693 rsurface.passcolor4f = NULL;
9694 rsurface.passcolor4f_vertexbuffer = NULL;
9695 rsurface.passcolor4f_bufferoffset = 0;
9698 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9700 dp_model_t *model = ent->model;
9701 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9703 rsurface.entity = (entity_render_t *)ent;
9704 rsurface.skeleton = ent->skeleton;
9705 rsurface.ent_skinnum = ent->skinnum;
9706 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;
9707 rsurface.ent_shadertime = ent->shadertime;
9708 rsurface.ent_flags = ent->flags;
9709 if (rsurface.array_size < model->surfmesh.num_vertices)
9710 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9711 rsurface.matrix = ent->matrix;
9712 rsurface.inversematrix = ent->inversematrix;
9713 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9714 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9715 R_EntityMatrix(&rsurface.matrix);
9716 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9717 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9718 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9719 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9720 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9721 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9722 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9723 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9724 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9725 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9726 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9727 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9728 rsurface.colormod[3] = ent->alpha;
9729 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9730 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9731 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9732 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9733 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9734 if (ent->model->brush.submodel && !prepass)
9736 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9737 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9739 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9741 if (ent->animcache_vertex3f && !r_framedata_failed)
9743 rsurface.modelvertex3f = ent->animcache_vertex3f;
9744 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9745 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9746 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9747 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9748 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9749 rsurface.modelvertexposition = ent->animcache_vertexposition;
9750 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9752 else if (wanttangents)
9754 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9755 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9756 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9757 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9758 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9759 rsurface.modelvertexmesh = NULL;
9760 rsurface.modelvertexmeshbuffer = NULL;
9761 rsurface.modelvertexposition = NULL;
9762 rsurface.modelvertexpositionbuffer = NULL;
9764 else if (wantnormals)
9766 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9767 rsurface.modelsvector3f = NULL;
9768 rsurface.modeltvector3f = NULL;
9769 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9770 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9771 rsurface.modelvertexmesh = NULL;
9772 rsurface.modelvertexmeshbuffer = NULL;
9773 rsurface.modelvertexposition = NULL;
9774 rsurface.modelvertexpositionbuffer = NULL;
9778 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9779 rsurface.modelsvector3f = NULL;
9780 rsurface.modeltvector3f = NULL;
9781 rsurface.modelnormal3f = NULL;
9782 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9783 rsurface.modelvertexmesh = NULL;
9784 rsurface.modelvertexmeshbuffer = NULL;
9785 rsurface.modelvertexposition = NULL;
9786 rsurface.modelvertexpositionbuffer = NULL;
9788 rsurface.modelvertex3f_vertexbuffer = 0;
9789 rsurface.modelvertex3f_bufferoffset = 0;
9790 rsurface.modelsvector3f_vertexbuffer = 0;
9791 rsurface.modelsvector3f_bufferoffset = 0;
9792 rsurface.modeltvector3f_vertexbuffer = 0;
9793 rsurface.modeltvector3f_bufferoffset = 0;
9794 rsurface.modelnormal3f_vertexbuffer = 0;
9795 rsurface.modelnormal3f_bufferoffset = 0;
9796 rsurface.modelgeneratedvertex = true;
9800 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9801 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9802 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9803 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9804 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9805 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9806 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9807 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9808 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9809 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9810 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9811 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9812 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9813 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9814 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9815 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9816 rsurface.modelgeneratedvertex = false;
9818 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9819 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9820 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9821 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9822 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9823 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9824 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9825 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9826 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9827 rsurface.modelelement3i = model->surfmesh.data_element3i;
9828 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9829 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9830 rsurface.modelelement3s = model->surfmesh.data_element3s;
9831 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9832 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9833 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9834 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9835 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9836 rsurface.modelsurfaces = model->data_surfaces;
9837 rsurface.batchgeneratedvertex = false;
9838 rsurface.batchfirstvertex = 0;
9839 rsurface.batchnumvertices = 0;
9840 rsurface.batchfirsttriangle = 0;
9841 rsurface.batchnumtriangles = 0;
9842 rsurface.batchvertex3f = NULL;
9843 rsurface.batchvertex3f_vertexbuffer = NULL;
9844 rsurface.batchvertex3f_bufferoffset = 0;
9845 rsurface.batchsvector3f = NULL;
9846 rsurface.batchsvector3f_vertexbuffer = NULL;
9847 rsurface.batchsvector3f_bufferoffset = 0;
9848 rsurface.batchtvector3f = NULL;
9849 rsurface.batchtvector3f_vertexbuffer = NULL;
9850 rsurface.batchtvector3f_bufferoffset = 0;
9851 rsurface.batchnormal3f = NULL;
9852 rsurface.batchnormal3f_vertexbuffer = NULL;
9853 rsurface.batchnormal3f_bufferoffset = 0;
9854 rsurface.batchlightmapcolor4f = NULL;
9855 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9856 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9857 rsurface.batchtexcoordtexture2f = NULL;
9858 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9859 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9860 rsurface.batchtexcoordlightmap2f = NULL;
9861 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9862 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9863 rsurface.batchvertexmesh = NULL;
9864 rsurface.batchvertexmeshbuffer = NULL;
9865 rsurface.batchvertexposition = NULL;
9866 rsurface.batchvertexpositionbuffer = NULL;
9867 rsurface.batchelement3i = NULL;
9868 rsurface.batchelement3i_indexbuffer = NULL;
9869 rsurface.batchelement3i_bufferoffset = 0;
9870 rsurface.batchelement3s = NULL;
9871 rsurface.batchelement3s_indexbuffer = NULL;
9872 rsurface.batchelement3s_bufferoffset = 0;
9873 rsurface.passcolor4f = NULL;
9874 rsurface.passcolor4f_vertexbuffer = NULL;
9875 rsurface.passcolor4f_bufferoffset = 0;
9878 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)
9882 rsurface.entity = r_refdef.scene.worldentity;
9883 rsurface.skeleton = NULL;
9884 rsurface.ent_skinnum = 0;
9885 rsurface.ent_qwskin = -1;
9886 rsurface.ent_shadertime = shadertime;
9887 rsurface.ent_flags = entflags;
9888 rsurface.modelnumvertices = numvertices;
9889 rsurface.modelnumtriangles = numtriangles;
9890 if (rsurface.array_size < rsurface.modelnumvertices)
9891 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9892 rsurface.matrix = *matrix;
9893 rsurface.inversematrix = *inversematrix;
9894 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9895 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9896 R_EntityMatrix(&rsurface.matrix);
9897 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9898 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9899 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9900 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9901 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9902 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9903 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9904 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9905 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9906 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9907 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9908 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9909 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);
9910 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9911 rsurface.frameblend[0].lerp = 1;
9912 rsurface.ent_alttextures = false;
9913 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9914 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9917 rsurface.modelvertex3f = vertex3f;
9918 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9919 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9920 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9922 else if (wantnormals)
9924 rsurface.modelvertex3f = vertex3f;
9925 rsurface.modelsvector3f = NULL;
9926 rsurface.modeltvector3f = NULL;
9927 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9931 rsurface.modelvertex3f = vertex3f;
9932 rsurface.modelsvector3f = NULL;
9933 rsurface.modeltvector3f = NULL;
9934 rsurface.modelnormal3f = NULL;
9936 rsurface.modelvertexmesh = NULL;
9937 rsurface.modelvertexmeshbuffer = NULL;
9938 rsurface.modelvertexposition = NULL;
9939 rsurface.modelvertexpositionbuffer = NULL;
9940 rsurface.modelvertex3f_vertexbuffer = 0;
9941 rsurface.modelvertex3f_bufferoffset = 0;
9942 rsurface.modelsvector3f_vertexbuffer = 0;
9943 rsurface.modelsvector3f_bufferoffset = 0;
9944 rsurface.modeltvector3f_vertexbuffer = 0;
9945 rsurface.modeltvector3f_bufferoffset = 0;
9946 rsurface.modelnormal3f_vertexbuffer = 0;
9947 rsurface.modelnormal3f_bufferoffset = 0;
9948 rsurface.modelgeneratedvertex = true;
9949 rsurface.modellightmapcolor4f = color4f;
9950 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9951 rsurface.modellightmapcolor4f_bufferoffset = 0;
9952 rsurface.modeltexcoordtexture2f = texcoord2f;
9953 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9954 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9955 rsurface.modeltexcoordlightmap2f = NULL;
9956 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9957 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9958 rsurface.modelelement3i = element3i;
9959 rsurface.modelelement3i_indexbuffer = NULL;
9960 rsurface.modelelement3i_bufferoffset = 0;
9961 rsurface.modelelement3s = element3s;
9962 rsurface.modelelement3s_indexbuffer = NULL;
9963 rsurface.modelelement3s_bufferoffset = 0;
9964 rsurface.modellightmapoffsets = NULL;
9965 rsurface.modelsurfaces = NULL;
9966 rsurface.batchgeneratedvertex = false;
9967 rsurface.batchfirstvertex = 0;
9968 rsurface.batchnumvertices = 0;
9969 rsurface.batchfirsttriangle = 0;
9970 rsurface.batchnumtriangles = 0;
9971 rsurface.batchvertex3f = NULL;
9972 rsurface.batchvertex3f_vertexbuffer = NULL;
9973 rsurface.batchvertex3f_bufferoffset = 0;
9974 rsurface.batchsvector3f = NULL;
9975 rsurface.batchsvector3f_vertexbuffer = NULL;
9976 rsurface.batchsvector3f_bufferoffset = 0;
9977 rsurface.batchtvector3f = NULL;
9978 rsurface.batchtvector3f_vertexbuffer = NULL;
9979 rsurface.batchtvector3f_bufferoffset = 0;
9980 rsurface.batchnormal3f = NULL;
9981 rsurface.batchnormal3f_vertexbuffer = NULL;
9982 rsurface.batchnormal3f_bufferoffset = 0;
9983 rsurface.batchlightmapcolor4f = NULL;
9984 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9985 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9986 rsurface.batchtexcoordtexture2f = NULL;
9987 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9988 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9989 rsurface.batchtexcoordlightmap2f = NULL;
9990 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9991 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9992 rsurface.batchvertexmesh = NULL;
9993 rsurface.batchvertexmeshbuffer = NULL;
9994 rsurface.batchvertexposition = NULL;
9995 rsurface.batchvertexpositionbuffer = NULL;
9996 rsurface.batchelement3i = NULL;
9997 rsurface.batchelement3i_indexbuffer = NULL;
9998 rsurface.batchelement3i_bufferoffset = 0;
9999 rsurface.batchelement3s = NULL;
10000 rsurface.batchelement3s_indexbuffer = NULL;
10001 rsurface.batchelement3s_bufferoffset = 0;
10002 rsurface.passcolor4f = NULL;
10003 rsurface.passcolor4f_vertexbuffer = NULL;
10004 rsurface.passcolor4f_bufferoffset = 0;
10006 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10008 if ((wantnormals || wanttangents) && !normal3f)
10010 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10011 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10013 if (wanttangents && !svector3f)
10015 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10016 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10017 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10021 // now convert arrays into vertexmesh structs
10022 for (i = 0;i < numvertices;i++)
10024 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10025 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10026 if (rsurface.modelsvector3f)
10027 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10028 if (rsurface.modeltvector3f)
10029 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10030 if (rsurface.modelnormal3f)
10031 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10032 if (rsurface.modellightmapcolor4f)
10033 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10034 if (rsurface.modeltexcoordtexture2f)
10035 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10036 if (rsurface.modeltexcoordlightmap2f)
10037 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10041 float RSurf_FogPoint(const float *v)
10043 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10044 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10045 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10046 float FogHeightFade = r_refdef.fogheightfade;
10048 unsigned int fogmasktableindex;
10049 if (r_refdef.fogplaneviewabove)
10050 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10052 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10053 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10054 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10057 float RSurf_FogVertex(const float *v)
10059 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10060 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10061 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10062 float FogHeightFade = rsurface.fogheightfade;
10064 unsigned int fogmasktableindex;
10065 if (r_refdef.fogplaneviewabove)
10066 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10068 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10069 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10070 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10073 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10076 for (i = 0;i < numelements;i++)
10077 outelement3i[i] = inelement3i[i] + adjust;
10080 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10081 extern cvar_t gl_vbo;
10082 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10090 int surfacefirsttriangle;
10091 int surfacenumtriangles;
10092 int surfacefirstvertex;
10093 int surfaceendvertex;
10094 int surfacenumvertices;
10095 int surfaceadjustvertex;
10099 qboolean dynamicvertex;
10103 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10104 float waveparms[4];
10105 q3shaderinfo_deform_t *deform;
10106 const msurface_t *surface, *firstsurface;
10107 r_vertexposition_t *vertexposition;
10108 r_vertexmesh_t *vertexmesh;
10109 if (!texturenumsurfaces)
10111 // find vertex range of this surface batch
10113 firstsurface = texturesurfacelist[0];
10114 firsttriangle = firstsurface->num_firsttriangle;
10116 firstvertex = endvertex = firstsurface->num_firstvertex;
10117 for (i = 0;i < texturenumsurfaces;i++)
10119 surface = texturesurfacelist[i];
10120 if (surface != firstsurface + i)
10122 surfacefirstvertex = surface->num_firstvertex;
10123 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10124 surfacenumtriangles = surface->num_triangles;
10125 if (firstvertex > surfacefirstvertex)
10126 firstvertex = surfacefirstvertex;
10127 if (endvertex < surfaceendvertex)
10128 endvertex = surfaceendvertex;
10129 numtriangles += surfacenumtriangles;
10134 // we now know the vertex range used, and if there are any gaps in it
10135 rsurface.batchfirstvertex = firstvertex;
10136 rsurface.batchnumvertices = endvertex - firstvertex;
10137 rsurface.batchfirsttriangle = firsttriangle;
10138 rsurface.batchnumtriangles = numtriangles;
10140 // this variable holds flags for which properties have been updated that
10141 // may require regenerating vertexmesh or vertexposition arrays...
10144 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10145 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10146 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10148 switch (deform->deform)
10151 case Q3DEFORM_PROJECTIONSHADOW:
10152 case Q3DEFORM_TEXT0:
10153 case Q3DEFORM_TEXT1:
10154 case Q3DEFORM_TEXT2:
10155 case Q3DEFORM_TEXT3:
10156 case Q3DEFORM_TEXT4:
10157 case Q3DEFORM_TEXT5:
10158 case Q3DEFORM_TEXT6:
10159 case Q3DEFORM_TEXT7:
10160 case Q3DEFORM_NONE:
10162 case Q3DEFORM_AUTOSPRITE:
10163 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10164 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10166 case Q3DEFORM_AUTOSPRITE2:
10167 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10168 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10170 case Q3DEFORM_NORMAL:
10171 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10172 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10174 case Q3DEFORM_WAVE:
10175 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10176 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10178 case Q3DEFORM_BULGE:
10179 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10180 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10182 case Q3DEFORM_MOVE:
10183 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10184 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10188 switch(rsurface.texture->tcgen.tcgen)
10191 case Q3TCGEN_TEXTURE:
10193 case Q3TCGEN_LIGHTMAP:
10194 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10195 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10197 case Q3TCGEN_VECTOR:
10198 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10199 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10201 case Q3TCGEN_ENVIRONMENT:
10202 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10203 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10206 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10208 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10209 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10212 // check if any dynamic vertex processing must occur
10213 dynamicvertex = false;
10215 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10217 dynamicvertex = true;
10218 batchneed |= BATCHNEED_NOGAPS;
10219 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10222 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10224 dynamicvertex = true;
10225 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10226 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10229 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10231 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10232 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10233 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10234 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10235 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10236 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10237 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10240 // when the model data has no vertex buffer (dynamic mesh), we need to
10242 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10243 batchneed |= BATCHNEED_NOGAPS;
10245 // if needsupdate, we have to do a dynamic vertex batch for sure
10246 if (needsupdate & batchneed)
10247 dynamicvertex = true;
10249 // see if we need to build vertexmesh from arrays
10250 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10251 dynamicvertex = true;
10253 // see if we need to build vertexposition from arrays
10254 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10255 dynamicvertex = true;
10257 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10258 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10259 dynamicvertex = true;
10261 // if there is a chance of animated vertex colors, it's a dynamic batch
10262 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10263 dynamicvertex = true;
10265 rsurface.batchvertex3f = rsurface.modelvertex3f;
10266 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10267 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10268 rsurface.batchsvector3f = rsurface.modelsvector3f;
10269 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10270 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10271 rsurface.batchtvector3f = rsurface.modeltvector3f;
10272 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10273 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10274 rsurface.batchnormal3f = rsurface.modelnormal3f;
10275 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10276 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10277 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10278 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10279 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10280 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10281 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10282 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10283 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10284 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10285 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10286 rsurface.batchvertexposition = rsurface.modelvertexposition;
10287 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10288 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10289 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10290 rsurface.batchelement3i = rsurface.modelelement3i;
10291 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10292 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10293 rsurface.batchelement3s = rsurface.modelelement3s;
10294 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10295 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10297 // if any dynamic vertex processing has to occur in software, we copy the
10298 // entire surface list together before processing to rebase the vertices
10299 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10301 // if any gaps exist and we do not have a static vertex buffer, we have to
10302 // copy the surface list together to avoid wasting upload bandwidth on the
10303 // vertices in the gaps.
10305 // if gaps exist and we have a static vertex buffer, we still have to
10306 // combine the index buffer ranges into one dynamic index buffer.
10308 // in all cases we end up with data that can be drawn in one call.
10310 if (!dynamicvertex)
10312 // static vertex data, just set pointers...
10313 rsurface.batchgeneratedvertex = false;
10314 // if there are gaps, we want to build a combined index buffer,
10315 // otherwise use the original static buffer with an appropriate offset
10320 for (i = 0;i < texturenumsurfaces;i++)
10322 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10323 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10324 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10325 numtriangles += surfacenumtriangles;
10327 rsurface.batchelement3i = rsurface.array_batchelement3i;
10328 rsurface.batchelement3i_indexbuffer = NULL;
10329 rsurface.batchelement3i_bufferoffset = 0;
10330 rsurface.batchelement3s = NULL;
10331 rsurface.batchelement3s_indexbuffer = NULL;
10332 rsurface.batchelement3s_bufferoffset = 0;
10333 if (endvertex <= 65536)
10335 rsurface.batchelement3s = rsurface.array_batchelement3s;
10336 for (i = 0;i < numtriangles*3;i++)
10337 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10339 rsurface.batchfirsttriangle = firsttriangle;
10340 rsurface.batchnumtriangles = numtriangles;
10345 // something needs software processing, do it for real...
10346 // we only directly handle interleaved array data in this case...
10347 rsurface.batchgeneratedvertex = true;
10349 // now copy the vertex data into a combined array and make an index array
10350 // (this is what Quake3 does all the time)
10351 //if (gaps || rsurface.batchfirstvertex)
10353 rsurface.batchvertexposition = NULL;
10354 rsurface.batchvertexpositionbuffer = NULL;
10355 rsurface.batchvertexmesh = NULL;
10356 rsurface.batchvertexmeshbuffer = NULL;
10357 rsurface.batchvertex3f = NULL;
10358 rsurface.batchvertex3f_vertexbuffer = NULL;
10359 rsurface.batchvertex3f_bufferoffset = 0;
10360 rsurface.batchsvector3f = NULL;
10361 rsurface.batchsvector3f_vertexbuffer = NULL;
10362 rsurface.batchsvector3f_bufferoffset = 0;
10363 rsurface.batchtvector3f = NULL;
10364 rsurface.batchtvector3f_vertexbuffer = NULL;
10365 rsurface.batchtvector3f_bufferoffset = 0;
10366 rsurface.batchnormal3f = NULL;
10367 rsurface.batchnormal3f_vertexbuffer = NULL;
10368 rsurface.batchnormal3f_bufferoffset = 0;
10369 rsurface.batchlightmapcolor4f = NULL;
10370 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10371 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10372 rsurface.batchtexcoordtexture2f = NULL;
10373 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10374 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10375 rsurface.batchtexcoordlightmap2f = NULL;
10376 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10377 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10378 rsurface.batchelement3i = rsurface.array_batchelement3i;
10379 rsurface.batchelement3i_indexbuffer = NULL;
10380 rsurface.batchelement3i_bufferoffset = 0;
10381 rsurface.batchelement3s = NULL;
10382 rsurface.batchelement3s_indexbuffer = NULL;
10383 rsurface.batchelement3s_bufferoffset = 0;
10384 // we'll only be setting up certain arrays as needed
10385 if (batchneed & BATCHNEED_VERTEXPOSITION)
10386 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10387 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10388 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10389 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10390 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10391 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10392 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10393 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10395 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10396 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10398 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10399 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10400 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10401 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10402 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10403 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10406 for (i = 0;i < texturenumsurfaces;i++)
10408 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10409 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10410 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10411 surfaceadjustvertex = numvertices - surfacefirstvertex;
10412 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10413 // copy only the data requested
10414 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10415 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10416 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10417 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10418 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10420 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10421 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10422 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10423 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10424 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10426 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10427 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10429 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10430 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10431 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10432 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10433 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10434 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10436 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10437 numvertices += surfacenumvertices;
10438 numtriangles += surfacenumtriangles;
10441 // generate a 16bit index array as well if possible
10442 // (in general, dynamic batches fit)
10443 if (numvertices <= 65536)
10445 rsurface.batchelement3s = rsurface.array_batchelement3s;
10446 for (i = 0;i < numtriangles*3;i++)
10447 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10450 // since we've copied everything, the batch now starts at 0
10451 rsurface.batchfirstvertex = 0;
10452 rsurface.batchnumvertices = numvertices;
10453 rsurface.batchfirsttriangle = 0;
10454 rsurface.batchnumtriangles = numtriangles;
10457 // q1bsp surfaces rendered in vertex color mode have to have colors
10458 // calculated based on lightstyles
10459 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10461 // generate color arrays for the surfaces in this list
10465 const int *offsets;
10466 const unsigned char *lm;
10468 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10469 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10470 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10471 for (i = 0;i < texturenumsurfaces;i++)
10473 surface = texturesurfacelist[i];
10474 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10475 surfacenumvertices = surface->num_vertices;
10476 if (surface->lightmapinfo->samples)
10478 for (j = 0;j < surfacenumvertices;j++)
10480 lm = surface->lightmapinfo->samples + offsets[j];
10481 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10482 VectorScale(lm, scale, c);
10483 if (surface->lightmapinfo->styles[1] != 255)
10485 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10487 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10488 VectorMA(c, scale, lm, c);
10489 if (surface->lightmapinfo->styles[2] != 255)
10492 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10493 VectorMA(c, scale, lm, c);
10494 if (surface->lightmapinfo->styles[3] != 255)
10497 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10498 VectorMA(c, scale, lm, c);
10505 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10511 for (j = 0;j < surfacenumvertices;j++)
10513 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10520 // if vertices are deformed (sprite flares and things in maps, possibly
10521 // water waves, bulges and other deformations), modify the copied vertices
10523 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10525 switch (deform->deform)
10528 case Q3DEFORM_PROJECTIONSHADOW:
10529 case Q3DEFORM_TEXT0:
10530 case Q3DEFORM_TEXT1:
10531 case Q3DEFORM_TEXT2:
10532 case Q3DEFORM_TEXT3:
10533 case Q3DEFORM_TEXT4:
10534 case Q3DEFORM_TEXT5:
10535 case Q3DEFORM_TEXT6:
10536 case Q3DEFORM_TEXT7:
10537 case Q3DEFORM_NONE:
10539 case Q3DEFORM_AUTOSPRITE:
10540 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10541 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10542 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10543 VectorNormalize(newforward);
10544 VectorNormalize(newright);
10545 VectorNormalize(newup);
10546 // a single autosprite surface can contain multiple sprites...
10547 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10549 VectorClear(center);
10550 for (i = 0;i < 4;i++)
10551 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10552 VectorScale(center, 0.25f, center);
10553 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10554 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10555 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10556 for (i = 0;i < 4;i++)
10558 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10559 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10562 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10563 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10564 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10565 rsurface.batchvertex3f_vertexbuffer = NULL;
10566 rsurface.batchvertex3f_bufferoffset = 0;
10567 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10568 rsurface.batchsvector3f_vertexbuffer = NULL;
10569 rsurface.batchsvector3f_bufferoffset = 0;
10570 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10571 rsurface.batchtvector3f_vertexbuffer = NULL;
10572 rsurface.batchtvector3f_bufferoffset = 0;
10573 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10574 rsurface.batchnormal3f_vertexbuffer = NULL;
10575 rsurface.batchnormal3f_bufferoffset = 0;
10577 case Q3DEFORM_AUTOSPRITE2:
10578 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10579 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10580 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10581 VectorNormalize(newforward);
10582 VectorNormalize(newright);
10583 VectorNormalize(newup);
10585 const float *v1, *v2;
10595 memset(shortest, 0, sizeof(shortest));
10596 // a single autosprite surface can contain multiple sprites...
10597 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10599 VectorClear(center);
10600 for (i = 0;i < 4;i++)
10601 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10602 VectorScale(center, 0.25f, center);
10603 // find the two shortest edges, then use them to define the
10604 // axis vectors for rotating around the central axis
10605 for (i = 0;i < 6;i++)
10607 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10608 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10609 l = VectorDistance2(v1, v2);
10610 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10611 if (v1[2] != v2[2])
10612 l += (1.0f / 1024.0f);
10613 if (shortest[0].length2 > l || i == 0)
10615 shortest[1] = shortest[0];
10616 shortest[0].length2 = l;
10617 shortest[0].v1 = v1;
10618 shortest[0].v2 = v2;
10620 else if (shortest[1].length2 > l || i == 1)
10622 shortest[1].length2 = l;
10623 shortest[1].v1 = v1;
10624 shortest[1].v2 = v2;
10627 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10628 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10629 // this calculates the right vector from the shortest edge
10630 // and the up vector from the edge midpoints
10631 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10632 VectorNormalize(right);
10633 VectorSubtract(end, start, up);
10634 VectorNormalize(up);
10635 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10636 VectorSubtract(rsurface.localvieworigin, center, forward);
10637 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10638 VectorNegate(forward, forward);
10639 VectorReflect(forward, 0, up, forward);
10640 VectorNormalize(forward);
10641 CrossProduct(up, forward, newright);
10642 VectorNormalize(newright);
10643 // rotate the quad around the up axis vector, this is made
10644 // especially easy by the fact we know the quad is flat,
10645 // so we only have to subtract the center position and
10646 // measure distance along the right vector, and then
10647 // multiply that by the newright vector and add back the
10649 // we also need to subtract the old position to undo the
10650 // displacement from the center, which we do with a
10651 // DotProduct, the subtraction/addition of center is also
10652 // optimized into DotProducts here
10653 l = DotProduct(right, center);
10654 for (i = 0;i < 4;i++)
10656 v1 = rsurface.batchvertex3f + 3*(j+i);
10657 f = DotProduct(right, v1) - l;
10658 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10662 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10663 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10664 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10665 rsurface.batchvertex3f_vertexbuffer = NULL;
10666 rsurface.batchvertex3f_bufferoffset = 0;
10667 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10668 rsurface.batchsvector3f_vertexbuffer = NULL;
10669 rsurface.batchsvector3f_bufferoffset = 0;
10670 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10671 rsurface.batchtvector3f_vertexbuffer = NULL;
10672 rsurface.batchtvector3f_bufferoffset = 0;
10673 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10674 rsurface.batchnormal3f_vertexbuffer = NULL;
10675 rsurface.batchnormal3f_bufferoffset = 0;
10677 case Q3DEFORM_NORMAL:
10678 // deform the normals to make reflections wavey
10679 for (j = 0;j < rsurface.batchnumvertices;j++)
10682 float *normal = rsurface.array_batchnormal3f + 3*j;
10683 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10684 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10685 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10686 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10687 VectorNormalize(normal);
10689 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10690 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10691 rsurface.batchsvector3f_vertexbuffer = NULL;
10692 rsurface.batchsvector3f_bufferoffset = 0;
10693 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10694 rsurface.batchtvector3f_vertexbuffer = NULL;
10695 rsurface.batchtvector3f_bufferoffset = 0;
10696 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10697 rsurface.batchnormal3f_vertexbuffer = NULL;
10698 rsurface.batchnormal3f_bufferoffset = 0;
10700 case Q3DEFORM_WAVE:
10701 // deform vertex array to make wavey water and flags and such
10702 waveparms[0] = deform->waveparms[0];
10703 waveparms[1] = deform->waveparms[1];
10704 waveparms[2] = deform->waveparms[2];
10705 waveparms[3] = deform->waveparms[3];
10706 // this is how a divisor of vertex influence on deformation
10707 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10708 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10709 for (j = 0;j < rsurface.batchnumvertices;j++)
10711 // if the wavefunc depends on time, evaluate it per-vertex
10714 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10715 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10717 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10719 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10720 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10721 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10722 rsurface.batchvertex3f_vertexbuffer = NULL;
10723 rsurface.batchvertex3f_bufferoffset = 0;
10724 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10725 rsurface.batchsvector3f_vertexbuffer = NULL;
10726 rsurface.batchsvector3f_bufferoffset = 0;
10727 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10728 rsurface.batchtvector3f_vertexbuffer = NULL;
10729 rsurface.batchtvector3f_bufferoffset = 0;
10730 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10731 rsurface.batchnormal3f_vertexbuffer = NULL;
10732 rsurface.batchnormal3f_bufferoffset = 0;
10734 case Q3DEFORM_BULGE:
10735 // deform vertex array to make the surface have moving bulges
10736 for (j = 0;j < rsurface.batchnumvertices;j++)
10738 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10739 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10741 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10742 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10743 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10744 rsurface.batchvertex3f_vertexbuffer = NULL;
10745 rsurface.batchvertex3f_bufferoffset = 0;
10746 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10747 rsurface.batchsvector3f_vertexbuffer = NULL;
10748 rsurface.batchsvector3f_bufferoffset = 0;
10749 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10750 rsurface.batchtvector3f_vertexbuffer = NULL;
10751 rsurface.batchtvector3f_bufferoffset = 0;
10752 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10753 rsurface.batchnormal3f_vertexbuffer = NULL;
10754 rsurface.batchnormal3f_bufferoffset = 0;
10756 case Q3DEFORM_MOVE:
10757 // deform vertex array
10758 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10759 VectorScale(deform->parms, scale, waveparms);
10760 for (j = 0;j < rsurface.batchnumvertices;j++)
10761 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10762 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10763 rsurface.batchvertex3f_vertexbuffer = NULL;
10764 rsurface.batchvertex3f_bufferoffset = 0;
10769 // generate texcoords based on the chosen texcoord source
10770 switch(rsurface.texture->tcgen.tcgen)
10773 case Q3TCGEN_TEXTURE:
10775 case Q3TCGEN_LIGHTMAP:
10776 if (rsurface.batchtexcoordlightmap2f)
10777 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10778 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10779 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10780 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10782 case Q3TCGEN_VECTOR:
10783 for (j = 0;j < rsurface.batchnumvertices;j++)
10785 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10786 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10788 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10789 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10790 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10792 case Q3TCGEN_ENVIRONMENT:
10793 // make environment reflections using a spheremap
10794 for (j = 0;j < rsurface.batchnumvertices;j++)
10796 // identical to Q3A's method, but executed in worldspace so
10797 // carried models can be shiny too
10799 float viewer[3], d, reflected[3], worldreflected[3];
10801 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10802 // VectorNormalize(viewer);
10804 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10806 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10807 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10808 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10809 // note: this is proportinal to viewer, so we can normalize later
10811 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10812 VectorNormalize(worldreflected);
10814 // note: this sphere map only uses world x and z!
10815 // so positive and negative y will LOOK THE SAME.
10816 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10817 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10819 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10820 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10821 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10824 // the only tcmod that needs software vertex processing is turbulent, so
10825 // check for it here and apply the changes if needed
10826 // and we only support that as the first one
10827 // (handling a mixture of turbulent and other tcmods would be problematic
10828 // without punting it entirely to a software path)
10829 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10831 amplitude = rsurface.texture->tcmods[0].parms[1];
10832 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10833 for (j = 0;j < rsurface.batchnumvertices;j++)
10835 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10836 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10838 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10839 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10840 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10843 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10845 // convert the modified arrays to vertex structs
10846 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10847 rsurface.batchvertexmeshbuffer = NULL;
10848 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10849 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10850 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10851 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10852 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10853 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10854 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10856 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10858 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10859 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10862 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10863 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10864 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10865 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10866 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10867 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10868 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10869 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10870 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10873 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10875 // convert the modified arrays to vertex structs
10876 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10877 rsurface.batchvertexpositionbuffer = NULL;
10878 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10879 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10881 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10882 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10886 void RSurf_DrawBatch(void)
10888 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10891 static void RSurf_BindLightmapForBatch(void)
10893 switch(vid.renderpath)
10895 case RENDERPATH_CGGL:
10897 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10898 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10901 case RENDERPATH_GL20:
10902 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10903 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10905 case RENDERPATH_GL13:
10906 case RENDERPATH_GL11:
10907 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10912 static void RSurf_BindReflectionForBatch(void)
10914 // pick the closest matching water plane and bind textures
10915 int planeindex, vertexindex;
10919 r_waterstate_waterplane_t *p, *bestp;
10922 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10924 if(p->camera_entity != rsurface.texture->camera_entity)
10927 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10929 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10930 d += fabs(PlaneDiff(vert, &p->plane));
10932 if (bestd > d || !bestp)
10938 switch(vid.renderpath)
10940 case RENDERPATH_CGGL:
10942 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10943 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10944 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10947 case RENDERPATH_GL20:
10948 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10949 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10950 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10952 case RENDERPATH_GL13:
10953 case RENDERPATH_GL11:
10958 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10961 for (i = 0;i < rsurface.batchnumvertices;i++)
10962 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10963 rsurface.passcolor4f = rsurface.array_passcolor4f;
10964 rsurface.passcolor4f_vertexbuffer = 0;
10965 rsurface.passcolor4f_bufferoffset = 0;
10968 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10975 if (rsurface.passcolor4f)
10977 // generate color arrays
10978 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10980 f = RSurf_FogVertex(v);
10989 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10991 f = RSurf_FogVertex(v);
10998 rsurface.passcolor4f = rsurface.array_passcolor4f;
10999 rsurface.passcolor4f_vertexbuffer = 0;
11000 rsurface.passcolor4f_bufferoffset = 0;
11003 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11010 if (!rsurface.passcolor4f)
11012 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11014 f = RSurf_FogVertex(v);
11015 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11016 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11017 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11020 rsurface.passcolor4f = rsurface.array_passcolor4f;
11021 rsurface.passcolor4f_vertexbuffer = 0;
11022 rsurface.passcolor4f_bufferoffset = 0;
11025 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11030 if (!rsurface.passcolor4f)
11032 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11039 rsurface.passcolor4f = rsurface.array_passcolor4f;
11040 rsurface.passcolor4f_vertexbuffer = 0;
11041 rsurface.passcolor4f_bufferoffset = 0;
11044 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11049 if (!rsurface.passcolor4f)
11051 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11053 c2[0] = c[0] + r_refdef.scene.ambient;
11054 c2[1] = c[1] + r_refdef.scene.ambient;
11055 c2[2] = c[2] + r_refdef.scene.ambient;
11058 rsurface.passcolor4f = rsurface.array_passcolor4f;
11059 rsurface.passcolor4f_vertexbuffer = 0;
11060 rsurface.passcolor4f_bufferoffset = 0;
11063 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11066 rsurface.passcolor4f = NULL;
11067 rsurface.passcolor4f_vertexbuffer = 0;
11068 rsurface.passcolor4f_bufferoffset = 0;
11069 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11070 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11071 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11072 GL_Color(r, g, b, a);
11073 RSurf_BindLightmapForBatch();
11077 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11079 // TODO: optimize applyfog && applycolor case
11080 // just apply fog if necessary, and tint the fog color array if necessary
11081 rsurface.passcolor4f = NULL;
11082 rsurface.passcolor4f_vertexbuffer = 0;
11083 rsurface.passcolor4f_bufferoffset = 0;
11084 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11085 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11086 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11087 GL_Color(r, g, b, a);
11091 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11094 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11095 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11096 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11097 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11098 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11099 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11100 GL_Color(r, g, b, a);
11104 static void RSurf_DrawBatch_GL11_ClampColor(void)
11109 if (!rsurface.passcolor4f)
11111 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11113 c2[0] = bound(0.0f, c1[0], 1.0f);
11114 c2[1] = bound(0.0f, c1[1], 1.0f);
11115 c2[2] = bound(0.0f, c1[2], 1.0f);
11116 c2[3] = bound(0.0f, c1[3], 1.0f);
11120 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11128 vec3_t ambientcolor;
11129 vec3_t diffusecolor;
11133 VectorCopy(rsurface.modellight_lightdir, lightdir);
11134 f = 0.5f * r_refdef.lightmapintensity;
11135 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11136 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11137 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11138 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11139 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11140 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11142 if (VectorLength2(diffusecolor) > 0)
11144 // q3-style directional shading
11145 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11147 if ((f = DotProduct(n, lightdir)) > 0)
11148 VectorMA(ambientcolor, f, diffusecolor, c);
11150 VectorCopy(ambientcolor, c);
11157 rsurface.passcolor4f = rsurface.array_passcolor4f;
11158 rsurface.passcolor4f_vertexbuffer = 0;
11159 rsurface.passcolor4f_bufferoffset = 0;
11160 *applycolor = false;
11164 *r = ambientcolor[0];
11165 *g = ambientcolor[1];
11166 *b = ambientcolor[2];
11167 rsurface.passcolor4f = NULL;
11168 rsurface.passcolor4f_vertexbuffer = 0;
11169 rsurface.passcolor4f_bufferoffset = 0;
11173 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11175 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11176 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11177 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11178 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11179 GL_Color(r, g, b, a);
11183 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11189 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11191 f = 1 - RSurf_FogVertex(v);
11199 void RSurf_SetupDepthAndCulling(void)
11201 // submodels are biased to avoid z-fighting with world surfaces that they
11202 // may be exactly overlapping (avoids z-fighting artifacts on certain
11203 // doors and things in Quake maps)
11204 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11205 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11206 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11207 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11210 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11212 // transparent sky would be ridiculous
11213 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11215 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11216 skyrenderlater = true;
11217 RSurf_SetupDepthAndCulling();
11218 GL_DepthMask(true);
11219 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11220 // skymasking on them, and Quake3 never did sky masking (unlike
11221 // software Quake and software Quake2), so disable the sky masking
11222 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11223 // and skymasking also looks very bad when noclipping outside the
11224 // level, so don't use it then either.
11225 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11227 R_Mesh_ResetTextureState();
11228 if (skyrendermasked)
11230 R_SetupShader_DepthOrShadow();
11231 // depth-only (masking)
11232 GL_ColorMask(0,0,0,0);
11233 // just to make sure that braindead drivers don't draw
11234 // anything despite that colormask...
11235 GL_BlendFunc(GL_ZERO, GL_ONE);
11236 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11237 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11241 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11243 GL_BlendFunc(GL_ONE, GL_ZERO);
11244 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11245 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11246 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11249 if (skyrendermasked)
11250 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11252 R_Mesh_ResetTextureState();
11253 GL_Color(1, 1, 1, 1);
11256 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11257 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11258 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11260 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11264 // render screenspace normalmap to texture
11265 GL_DepthMask(true);
11266 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11269 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11271 // render water or distortion background, then blend surface on top
11272 GL_DepthMask(true);
11273 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, texturenumsurfaces, texturesurfacelist);
11274 RSurf_BindReflectionForBatch();
11275 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11276 RSurf_BindLightmapForBatch();
11278 GL_DepthMask(false);
11279 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11280 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11281 RSurf_BindLightmapForBatch();
11286 // render surface normally
11287 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11288 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11289 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11290 RSurf_BindReflectionForBatch();
11291 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11292 RSurf_BindLightmapForBatch();
11297 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11299 // OpenGL 1.3 path - anything not completely ancient
11300 qboolean applycolor;
11303 const texturelayer_t *layer;
11304 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11305 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11307 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11310 int layertexrgbscale;
11311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11313 if (layerindex == 0)
11314 GL_AlphaTest(true);
11317 GL_AlphaTest(false);
11318 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11321 GL_DepthMask(layer->depthmask && writedepth);
11322 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11323 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11325 layertexrgbscale = 4;
11326 VectorScale(layer->color, 0.25f, layercolor);
11328 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11330 layertexrgbscale = 2;
11331 VectorScale(layer->color, 0.5f, layercolor);
11335 layertexrgbscale = 1;
11336 VectorScale(layer->color, 1.0f, layercolor);
11338 layercolor[3] = layer->color[3];
11339 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11340 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11341 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11342 switch (layer->type)
11344 case TEXTURELAYERTYPE_LITTEXTURE:
11345 // single-pass lightmapped texture with 2x rgbscale
11346 R_Mesh_TexBind(0, r_texture_white);
11347 R_Mesh_TexMatrix(0, NULL);
11348 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11349 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11350 R_Mesh_TexBind(1, layer->texture);
11351 R_Mesh_TexMatrix(1, &layer->texmatrix);
11352 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11353 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11354 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11355 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11356 else if (rsurface.uselightmaptexture)
11357 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11359 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11361 case TEXTURELAYERTYPE_TEXTURE:
11362 // singletexture unlit texture with transparency support
11363 R_Mesh_TexBind(0, layer->texture);
11364 R_Mesh_TexMatrix(0, &layer->texmatrix);
11365 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11366 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11367 R_Mesh_TexBind(1, 0);
11368 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11369 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11371 case TEXTURELAYERTYPE_FOG:
11372 // singletexture fogging
11373 if (layer->texture)
11375 R_Mesh_TexBind(0, layer->texture);
11376 R_Mesh_TexMatrix(0, &layer->texmatrix);
11377 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11378 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11382 R_Mesh_TexBind(0, 0);
11383 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11385 R_Mesh_TexBind(1, 0);
11386 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11387 // generate a color array for the fog pass
11388 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11389 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11393 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11399 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11400 GL_AlphaTest(false);
11404 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11406 // OpenGL 1.1 - crusty old voodoo path
11409 const texturelayer_t *layer;
11410 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11411 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11413 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11415 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11417 if (layerindex == 0)
11418 GL_AlphaTest(true);
11421 GL_AlphaTest(false);
11422 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11425 GL_DepthMask(layer->depthmask && writedepth);
11426 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11427 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11428 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11429 switch (layer->type)
11431 case TEXTURELAYERTYPE_LITTEXTURE:
11432 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11434 // two-pass lit texture with 2x rgbscale
11435 // first the lightmap pass
11436 R_Mesh_TexBind(0, r_texture_white);
11437 R_Mesh_TexMatrix(0, NULL);
11438 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11439 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11441 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11442 else if (rsurface.uselightmaptexture)
11443 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11445 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11446 // then apply the texture to it
11447 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11448 R_Mesh_TexBind(0, layer->texture);
11449 R_Mesh_TexMatrix(0, &layer->texmatrix);
11450 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11451 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11452 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11456 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11457 R_Mesh_TexBind(0, layer->texture);
11458 R_Mesh_TexMatrix(0, &layer->texmatrix);
11459 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11460 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11462 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11464 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11467 case TEXTURELAYERTYPE_TEXTURE:
11468 // singletexture unlit texture with transparency support
11469 R_Mesh_TexBind(0, layer->texture);
11470 R_Mesh_TexMatrix(0, &layer->texmatrix);
11471 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11472 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11473 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11475 case TEXTURELAYERTYPE_FOG:
11476 // singletexture fogging
11477 if (layer->texture)
11479 R_Mesh_TexBind(0, layer->texture);
11480 R_Mesh_TexMatrix(0, &layer->texmatrix);
11481 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11482 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11486 R_Mesh_TexBind(0, 0);
11487 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11489 // generate a color array for the fog pass
11490 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11491 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11495 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11499 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11501 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11502 GL_AlphaTest(false);
11506 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11510 r_vertexgeneric_t *batchvertex;
11513 GL_AlphaTest(false);
11514 R_Mesh_ResetTextureState();
11515 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11517 if(rsurface.texture && rsurface.texture->currentskinframe)
11519 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11520 c[3] *= rsurface.texture->currentalpha;
11530 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11532 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11533 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11534 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11537 // brighten it up (as texture value 127 means "unlit")
11538 c[0] *= 2 * r_refdef.view.colorscale;
11539 c[1] *= 2 * r_refdef.view.colorscale;
11540 c[2] *= 2 * r_refdef.view.colorscale;
11542 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11543 c[3] *= r_wateralpha.value;
11545 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11547 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11548 GL_DepthMask(false);
11550 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11552 GL_BlendFunc(GL_ONE, GL_ONE);
11553 GL_DepthMask(false);
11555 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11557 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11558 GL_DepthMask(false);
11560 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11562 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11563 GL_DepthMask(false);
11567 GL_BlendFunc(GL_ONE, GL_ZERO);
11568 GL_DepthMask(writedepth);
11571 if (r_showsurfaces.integer == 3)
11573 rsurface.passcolor4f = NULL;
11575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11577 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11579 rsurface.passcolor4f = NULL;
11580 rsurface.passcolor4f_vertexbuffer = 0;
11581 rsurface.passcolor4f_bufferoffset = 0;
11583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11585 qboolean applycolor = true;
11588 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11590 r_refdef.lightmapintensity = 1;
11591 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11592 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11596 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11598 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11599 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11600 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11603 if(!rsurface.passcolor4f)
11604 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11606 RSurf_DrawBatch_GL11_ApplyAmbient();
11607 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11608 if(r_refdef.fogenabled)
11609 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11610 RSurf_DrawBatch_GL11_ClampColor();
11612 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11613 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11616 else if (!r_refdef.view.showdebug)
11618 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11619 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11620 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11622 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11623 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11625 R_Mesh_PrepareVertices_Generic_Unlock();
11628 else if (r_showsurfaces.integer == 4)
11630 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11631 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11632 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11634 unsigned char c = vi << 3;
11635 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11636 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11638 R_Mesh_PrepareVertices_Generic_Unlock();
11641 else if (r_showsurfaces.integer == 2)
11644 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11645 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11646 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11648 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11649 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11650 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11651 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11652 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11653 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11654 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11656 R_Mesh_PrepareVertices_Generic_Unlock();
11657 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11661 int texturesurfaceindex;
11663 const msurface_t *surface;
11664 unsigned char surfacecolor4ub[4];
11665 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11666 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11668 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11670 surface = texturesurfacelist[texturesurfaceindex];
11671 k = (int)(((size_t)surface) / sizeof(msurface_t));
11672 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11673 for (j = 0;j < surface->num_vertices;j++)
11675 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11676 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11680 R_Mesh_PrepareVertices_Generic_Unlock();
11685 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11688 RSurf_SetupDepthAndCulling();
11689 if (r_showsurfaces.integer)
11691 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11694 switch (vid.renderpath)
11696 case RENDERPATH_GL20:
11697 case RENDERPATH_CGGL:
11698 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11700 case RENDERPATH_GL13:
11701 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11703 case RENDERPATH_GL11:
11704 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11710 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11713 RSurf_SetupDepthAndCulling();
11714 if (r_showsurfaces.integer)
11716 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11719 switch (vid.renderpath)
11721 case RENDERPATH_GL20:
11722 case RENDERPATH_CGGL:
11723 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11725 case RENDERPATH_GL13:
11726 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11728 case RENDERPATH_GL11:
11729 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11735 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11738 int texturenumsurfaces, endsurface;
11739 texture_t *texture;
11740 const msurface_t *surface;
11741 #define MAXBATCH_TRANSPARENTSURFACES 256
11742 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11744 // if the model is static it doesn't matter what value we give for
11745 // wantnormals and wanttangents, so this logic uses only rules applicable
11746 // to a model, knowing that they are meaningless otherwise
11747 if (ent == r_refdef.scene.worldentity)
11748 RSurf_ActiveWorldEntity();
11749 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11750 RSurf_ActiveModelEntity(ent, false, false, false);
11753 switch (vid.renderpath)
11755 case RENDERPATH_GL20:
11756 case RENDERPATH_CGGL:
11757 RSurf_ActiveModelEntity(ent, true, true, false);
11759 case RENDERPATH_GL13:
11760 case RENDERPATH_GL11:
11761 RSurf_ActiveModelEntity(ent, true, false, false);
11766 if (r_transparentdepthmasking.integer)
11768 qboolean setup = false;
11769 for (i = 0;i < numsurfaces;i = j)
11772 surface = rsurface.modelsurfaces + surfacelist[i];
11773 texture = surface->texture;
11774 rsurface.texture = R_GetCurrentTexture(texture);
11775 rsurface.lightmaptexture = NULL;
11776 rsurface.deluxemaptexture = NULL;
11777 rsurface.uselightmaptexture = false;
11778 // scan ahead until we find a different texture
11779 endsurface = min(i + 1024, numsurfaces);
11780 texturenumsurfaces = 0;
11781 texturesurfacelist[texturenumsurfaces++] = surface;
11782 for (;j < endsurface;j++)
11784 surface = rsurface.modelsurfaces + surfacelist[j];
11785 if (texture != surface->texture)
11787 texturesurfacelist[texturenumsurfaces++] = surface;
11789 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11791 // render the range of surfaces as depth
11795 GL_ColorMask(0,0,0,0);
11797 GL_DepthTest(true);
11798 GL_BlendFunc(GL_ONE, GL_ZERO);
11799 GL_DepthMask(true);
11800 GL_AlphaTest(false);
11801 R_Mesh_ResetTextureState();
11802 R_SetupShader_DepthOrShadow();
11804 RSurf_SetupDepthAndCulling();
11805 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11806 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11810 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11813 for (i = 0;i < numsurfaces;i = j)
11816 surface = rsurface.modelsurfaces + surfacelist[i];
11817 texture = surface->texture;
11818 rsurface.texture = R_GetCurrentTexture(texture);
11819 rsurface.lightmaptexture = surface->lightmaptexture;
11820 rsurface.deluxemaptexture = surface->deluxemaptexture;
11821 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11822 // scan ahead until we find a different texture
11823 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11824 texturenumsurfaces = 0;
11825 texturesurfacelist[texturenumsurfaces++] = surface;
11826 for (;j < endsurface;j++)
11828 surface = rsurface.modelsurfaces + surfacelist[j];
11829 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11831 texturesurfacelist[texturenumsurfaces++] = surface;
11833 // render the range of surfaces
11834 if (ent == r_refdef.scene.worldentity)
11835 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11837 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11839 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11840 GL_AlphaTest(false);
11843 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11845 // transparent surfaces get pushed off into the transparent queue
11846 int surfacelistindex;
11847 const msurface_t *surface;
11848 vec3_t tempcenter, center;
11849 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11851 surface = texturesurfacelist[surfacelistindex];
11852 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11853 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11854 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11855 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11856 if (queueentity->transparent_offset) // transparent offset
11858 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11859 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11860 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11862 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11866 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11868 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11870 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11872 RSurf_SetupDepthAndCulling();
11873 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11874 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11878 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11880 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11883 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11886 if (!rsurface.texture->currentnumlayers)
11888 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11889 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11891 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11893 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11894 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11895 else if (!rsurface.texture->currentnumlayers)
11897 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11899 // in the deferred case, transparent surfaces were queued during prepass
11900 if (!r_shadow_usingdeferredprepass)
11901 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11905 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11906 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11911 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11914 texture_t *texture;
11915 // break the surface list down into batches by texture and use of lightmapping
11916 for (i = 0;i < numsurfaces;i = j)
11919 // texture is the base texture pointer, rsurface.texture is the
11920 // current frame/skin the texture is directing us to use (for example
11921 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11922 // use skin 1 instead)
11923 texture = surfacelist[i]->texture;
11924 rsurface.texture = R_GetCurrentTexture(texture);
11925 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11926 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11927 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11928 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11930 // if this texture is not the kind we want, skip ahead to the next one
11931 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11935 // simply scan ahead until we find a different texture or lightmap state
11936 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11938 // render the range of surfaces
11939 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11943 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11947 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11950 if (!rsurface.texture->currentnumlayers)
11952 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11953 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11955 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11957 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11958 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11959 else if (!rsurface.texture->currentnumlayers)
11961 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11963 // in the deferred case, transparent surfaces were queued during prepass
11964 if (!r_shadow_usingdeferredprepass)
11965 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11969 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11970 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11975 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11978 texture_t *texture;
11979 // break the surface list down into batches by texture and use of lightmapping
11980 for (i = 0;i < numsurfaces;i = j)
11983 // texture is the base texture pointer, rsurface.texture is the
11984 // current frame/skin the texture is directing us to use (for example
11985 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11986 // use skin 1 instead)
11987 texture = surfacelist[i]->texture;
11988 rsurface.texture = R_GetCurrentTexture(texture);
11989 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11990 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11991 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11992 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11994 // if this texture is not the kind we want, skip ahead to the next one
11995 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11999 // simply scan ahead until we find a different texture or lightmap state
12000 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12002 // render the range of surfaces
12003 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12007 float locboxvertex3f[6*4*3] =
12009 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12010 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12011 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12012 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12013 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12014 1,0,0, 0,0,0, 0,1,0, 1,1,0
12017 unsigned short locboxelements[6*2*3] =
12022 12,13,14, 12,14,15,
12023 16,17,18, 16,18,19,
12027 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12030 cl_locnode_t *loc = (cl_locnode_t *)ent;
12032 float vertex3f[6*4*3];
12034 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12035 GL_DepthMask(false);
12036 GL_DepthRange(0, 1);
12037 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12038 GL_DepthTest(true);
12039 GL_CullFace(GL_NONE);
12040 R_EntityMatrix(&identitymatrix);
12042 R_Mesh_ResetTextureState();
12044 i = surfacelist[0];
12045 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12046 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12047 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12048 surfacelist[0] < 0 ? 0.5f : 0.125f);
12050 if (VectorCompare(loc->mins, loc->maxs))
12052 VectorSet(size, 2, 2, 2);
12053 VectorMA(loc->mins, -0.5f, size, mins);
12057 VectorCopy(loc->mins, mins);
12058 VectorSubtract(loc->maxs, loc->mins, size);
12061 for (i = 0;i < 6*4*3;)
12062 for (j = 0;j < 3;j++, i++)
12063 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12065 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12066 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12067 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12070 void R_DrawLocs(void)
12073 cl_locnode_t *loc, *nearestloc;
12075 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12076 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12078 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12079 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12083 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12085 if (decalsystem->decals)
12086 Mem_Free(decalsystem->decals);
12087 memset(decalsystem, 0, sizeof(*decalsystem));
12090 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)
12093 tridecal_t *decals;
12096 // expand or initialize the system
12097 if (decalsystem->maxdecals <= decalsystem->numdecals)
12099 decalsystem_t old = *decalsystem;
12100 qboolean useshortelements;
12101 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12102 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12103 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)));
12104 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12105 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12106 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12107 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12108 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12109 if (decalsystem->numdecals)
12110 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12112 Mem_Free(old.decals);
12113 for (i = 0;i < decalsystem->maxdecals*3;i++)
12114 decalsystem->element3i[i] = i;
12115 if (useshortelements)
12116 for (i = 0;i < decalsystem->maxdecals*3;i++)
12117 decalsystem->element3s[i] = i;
12120 // grab a decal and search for another free slot for the next one
12121 decals = decalsystem->decals;
12122 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12123 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12125 decalsystem->freedecal = i;
12126 if (decalsystem->numdecals <= i)
12127 decalsystem->numdecals = i + 1;
12129 // initialize the decal
12131 decal->triangleindex = triangleindex;
12132 decal->surfaceindex = surfaceindex;
12133 decal->decalsequence = decalsequence;
12134 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12135 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12136 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12137 decal->color4ub[0][3] = 255;
12138 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12139 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12140 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12141 decal->color4ub[1][3] = 255;
12142 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12143 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12144 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12145 decal->color4ub[2][3] = 255;
12146 decal->vertex3f[0][0] = v0[0];
12147 decal->vertex3f[0][1] = v0[1];
12148 decal->vertex3f[0][2] = v0[2];
12149 decal->vertex3f[1][0] = v1[0];
12150 decal->vertex3f[1][1] = v1[1];
12151 decal->vertex3f[1][2] = v1[2];
12152 decal->vertex3f[2][0] = v2[0];
12153 decal->vertex3f[2][1] = v2[1];
12154 decal->vertex3f[2][2] = v2[2];
12155 decal->texcoord2f[0][0] = t0[0];
12156 decal->texcoord2f[0][1] = t0[1];
12157 decal->texcoord2f[1][0] = t1[0];
12158 decal->texcoord2f[1][1] = t1[1];
12159 decal->texcoord2f[2][0] = t2[0];
12160 decal->texcoord2f[2][1] = t2[1];
12163 extern cvar_t cl_decals_bias;
12164 extern cvar_t cl_decals_models;
12165 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12166 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)
12168 matrix4x4_t projection;
12169 decalsystem_t *decalsystem;
12172 const float *vertex3f;
12173 const msurface_t *surface;
12174 const msurface_t *surfaces;
12175 const int *surfacelist;
12176 const texture_t *texture;
12178 int numsurfacelist;
12179 int surfacelistindex;
12186 float localorigin[3];
12187 float localnormal[3];
12188 float localmins[3];
12189 float localmaxs[3];
12195 float planes[6][4];
12197 float points[2][9][3];
12201 decalsystem = &ent->decalsystem;
12202 model = ent->model;
12203 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12205 R_DecalSystem_Reset(&ent->decalsystem);
12209 if (!model->brush.data_nodes && !cl_decals_models.integer)
12211 if (decalsystem->model)
12212 R_DecalSystem_Reset(decalsystem);
12216 if (decalsystem->model != model)
12217 R_DecalSystem_Reset(decalsystem);
12218 decalsystem->model = model;
12220 RSurf_ActiveModelEntity(ent, false, false, false);
12222 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12223 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12224 VectorNormalize(localnormal);
12225 localsize = worldsize*rsurface.inversematrixscale;
12226 localmins[0] = localorigin[0] - localsize;
12227 localmins[1] = localorigin[1] - localsize;
12228 localmins[2] = localorigin[2] - localsize;
12229 localmaxs[0] = localorigin[0] + localsize;
12230 localmaxs[1] = localorigin[1] + localsize;
12231 localmaxs[2] = localorigin[2] + localsize;
12233 //VectorCopy(localnormal, planes[4]);
12234 //VectorVectors(planes[4], planes[2], planes[0]);
12235 AnglesFromVectors(angles, localnormal, NULL, false);
12236 AngleVectors(angles, planes[0], planes[2], planes[4]);
12237 VectorNegate(planes[0], planes[1]);
12238 VectorNegate(planes[2], planes[3]);
12239 VectorNegate(planes[4], planes[5]);
12240 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12241 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12242 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12243 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12244 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12245 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12250 matrix4x4_t forwardprojection;
12251 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12252 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12257 float projectionvector[4][3];
12258 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12259 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12260 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12261 projectionvector[0][0] = planes[0][0] * ilocalsize;
12262 projectionvector[0][1] = planes[1][0] * ilocalsize;
12263 projectionvector[0][2] = planes[2][0] * ilocalsize;
12264 projectionvector[1][0] = planes[0][1] * ilocalsize;
12265 projectionvector[1][1] = planes[1][1] * ilocalsize;
12266 projectionvector[1][2] = planes[2][1] * ilocalsize;
12267 projectionvector[2][0] = planes[0][2] * ilocalsize;
12268 projectionvector[2][1] = planes[1][2] * ilocalsize;
12269 projectionvector[2][2] = planes[2][2] * ilocalsize;
12270 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12271 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12272 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12273 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12277 dynamic = model->surfmesh.isanimated;
12278 vertex3f = rsurface.modelvertex3f;
12279 numsurfacelist = model->nummodelsurfaces;
12280 surfacelist = model->sortedmodelsurfaces;
12281 surfaces = model->data_surfaces;
12282 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12284 surfaceindex = surfacelist[surfacelistindex];
12285 surface = surfaces + surfaceindex;
12286 // check cull box first because it rejects more than any other check
12287 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12289 // skip transparent surfaces
12290 texture = surface->texture;
12291 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12293 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12295 numtriangles = surface->num_triangles;
12296 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12298 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12300 index = 3*e[cornerindex];
12301 VectorCopy(vertex3f + index, v[cornerindex]);
12304 //TriangleNormal(v[0], v[1], v[2], normal);
12305 //if (DotProduct(normal, localnormal) < 0.0f)
12307 // clip by each of the box planes formed from the projection matrix
12308 // if anything survives, we emit the decal
12309 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]);
12312 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]);
12315 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]);
12318 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]);
12321 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]);
12324 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]);
12327 // some part of the triangle survived, so we have to accept it...
12330 // dynamic always uses the original triangle
12332 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12334 index = 3*e[cornerindex];
12335 VectorCopy(vertex3f + index, v[cornerindex]);
12338 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12340 // convert vertex positions to texcoords
12341 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12342 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12343 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12344 // calculate distance fade from the projection origin
12345 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12346 f = bound(0.0f, f, 1.0f);
12347 c[cornerindex][0] = r * f;
12348 c[cornerindex][1] = g * f;
12349 c[cornerindex][2] = b * f;
12350 c[cornerindex][3] = 1.0f;
12351 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12354 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);
12356 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12357 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);
12362 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12363 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)
12365 int renderentityindex;
12366 float worldmins[3];
12367 float worldmaxs[3];
12368 entity_render_t *ent;
12370 if (!cl_decals_newsystem.integer)
12373 worldmins[0] = worldorigin[0] - worldsize;
12374 worldmins[1] = worldorigin[1] - worldsize;
12375 worldmins[2] = worldorigin[2] - worldsize;
12376 worldmaxs[0] = worldorigin[0] + worldsize;
12377 worldmaxs[1] = worldorigin[1] + worldsize;
12378 worldmaxs[2] = worldorigin[2] + worldsize;
12380 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12382 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12384 ent = r_refdef.scene.entities[renderentityindex];
12385 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12388 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12392 typedef struct r_decalsystem_splatqueue_s
12394 vec3_t worldorigin;
12395 vec3_t worldnormal;
12401 r_decalsystem_splatqueue_t;
12403 int r_decalsystem_numqueued = 0;
12404 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12406 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)
12408 r_decalsystem_splatqueue_t *queue;
12410 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12413 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12414 VectorCopy(worldorigin, queue->worldorigin);
12415 VectorCopy(worldnormal, queue->worldnormal);
12416 Vector4Set(queue->color, r, g, b, a);
12417 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12418 queue->worldsize = worldsize;
12419 queue->decalsequence = cl.decalsequence++;
12422 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12425 r_decalsystem_splatqueue_t *queue;
12427 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12428 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);
12429 r_decalsystem_numqueued = 0;
12432 extern cvar_t cl_decals_max;
12433 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12436 decalsystem_t *decalsystem = &ent->decalsystem;
12443 if (!decalsystem->numdecals)
12446 if (r_showsurfaces.integer)
12449 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12451 R_DecalSystem_Reset(decalsystem);
12455 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12456 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12458 if (decalsystem->lastupdatetime)
12459 frametime = (cl.time - decalsystem->lastupdatetime);
12462 decalsystem->lastupdatetime = cl.time;
12463 decal = decalsystem->decals;
12464 numdecals = decalsystem->numdecals;
12466 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12468 if (decal->color4ub[0][3])
12470 decal->lived += frametime;
12471 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12473 memset(decal, 0, sizeof(*decal));
12474 if (decalsystem->freedecal > i)
12475 decalsystem->freedecal = i;
12479 decal = decalsystem->decals;
12480 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12483 // collapse the array by shuffling the tail decals into the gaps
12486 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12487 decalsystem->freedecal++;
12488 if (decalsystem->freedecal == numdecals)
12490 decal[decalsystem->freedecal] = decal[--numdecals];
12493 decalsystem->numdecals = numdecals;
12495 if (numdecals <= 0)
12497 // if there are no decals left, reset decalsystem
12498 R_DecalSystem_Reset(decalsystem);
12502 extern skinframe_t *decalskinframe;
12503 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12506 decalsystem_t *decalsystem = &ent->decalsystem;
12515 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12518 numdecals = decalsystem->numdecals;
12522 if (r_showsurfaces.integer)
12525 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12527 R_DecalSystem_Reset(decalsystem);
12531 // if the model is static it doesn't matter what value we give for
12532 // wantnormals and wanttangents, so this logic uses only rules applicable
12533 // to a model, knowing that they are meaningless otherwise
12534 if (ent == r_refdef.scene.worldentity)
12535 RSurf_ActiveWorldEntity();
12537 RSurf_ActiveModelEntity(ent, false, false, false);
12539 decalsystem->lastupdatetime = cl.time;
12540 decal = decalsystem->decals;
12542 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12544 // update vertex positions for animated models
12545 v3f = decalsystem->vertex3f;
12546 c4f = decalsystem->color4f;
12547 t2f = decalsystem->texcoord2f;
12548 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12550 if (!decal->color4ub[0][3])
12553 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12556 // update color values for fading decals
12557 if (decal->lived >= cl_decals_time.value)
12559 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12560 alpha *= (1.0f/255.0f);
12563 alpha = 1.0f/255.0f;
12565 c4f[ 0] = decal->color4ub[0][0] * alpha;
12566 c4f[ 1] = decal->color4ub[0][1] * alpha;
12567 c4f[ 2] = decal->color4ub[0][2] * alpha;
12569 c4f[ 4] = decal->color4ub[1][0] * alpha;
12570 c4f[ 5] = decal->color4ub[1][1] * alpha;
12571 c4f[ 6] = decal->color4ub[1][2] * alpha;
12573 c4f[ 8] = decal->color4ub[2][0] * alpha;
12574 c4f[ 9] = decal->color4ub[2][1] * alpha;
12575 c4f[10] = decal->color4ub[2][2] * alpha;
12578 t2f[0] = decal->texcoord2f[0][0];
12579 t2f[1] = decal->texcoord2f[0][1];
12580 t2f[2] = decal->texcoord2f[1][0];
12581 t2f[3] = decal->texcoord2f[1][1];
12582 t2f[4] = decal->texcoord2f[2][0];
12583 t2f[5] = decal->texcoord2f[2][1];
12585 // update vertex positions for animated models
12586 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12588 e = rsurface.modelelement3i + 3*decal->triangleindex;
12589 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12590 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12591 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12595 VectorCopy(decal->vertex3f[0], v3f);
12596 VectorCopy(decal->vertex3f[1], v3f + 3);
12597 VectorCopy(decal->vertex3f[2], v3f + 6);
12600 if (r_refdef.fogenabled)
12602 alpha = RSurf_FogVertex(v3f);
12603 VectorScale(c4f, alpha, c4f);
12604 alpha = RSurf_FogVertex(v3f + 3);
12605 VectorScale(c4f + 4, alpha, c4f + 4);
12606 alpha = RSurf_FogVertex(v3f + 6);
12607 VectorScale(c4f + 8, alpha, c4f + 8);
12618 r_refdef.stats.drawndecals += numtris;
12620 // now render the decals all at once
12621 // (this assumes they all use one particle font texture!)
12622 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);
12623 R_Mesh_ResetTextureState();
12624 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12625 GL_DepthMask(false);
12626 GL_DepthRange(0, 1);
12627 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12628 GL_DepthTest(true);
12629 GL_CullFace(GL_NONE);
12630 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12631 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12632 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12636 static void R_DrawModelDecals(void)
12640 // fade faster when there are too many decals
12641 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12642 for (i = 0;i < r_refdef.scene.numentities;i++)
12643 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12645 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12646 for (i = 0;i < r_refdef.scene.numentities;i++)
12647 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12648 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12650 R_DecalSystem_ApplySplatEntitiesQueue();
12652 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12653 for (i = 0;i < r_refdef.scene.numentities;i++)
12654 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12656 r_refdef.stats.totaldecals += numdecals;
12658 if (r_showsurfaces.integer)
12661 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12663 for (i = 0;i < r_refdef.scene.numentities;i++)
12665 if (!r_refdef.viewcache.entityvisible[i])
12667 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12668 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12672 extern cvar_t mod_collision_bih;
12673 void R_DrawDebugModel(void)
12675 entity_render_t *ent = rsurface.entity;
12676 int i, j, k, l, flagsmask;
12677 const msurface_t *surface;
12678 dp_model_t *model = ent->model;
12681 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12683 R_Mesh_ResetTextureState();
12684 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12685 GL_DepthRange(0, 1);
12686 GL_DepthTest(!r_showdisabledepthtest.integer);
12687 GL_DepthMask(false);
12688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12690 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12694 qboolean cullbox = ent == r_refdef.scene.worldentity;
12695 const q3mbrush_t *brush;
12696 const bih_t *bih = &model->collision_bih;
12697 const bih_leaf_t *bihleaf;
12698 float vertex3f[3][3];
12699 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12701 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12703 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12705 switch (bihleaf->type)
12708 brush = model->brush.data_brushes + bihleaf->itemindex;
12709 if (brush->colbrushf && brush->colbrushf->numtriangles)
12711 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12712 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12713 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12716 case BIH_COLLISIONTRIANGLE:
12717 triangleindex = bihleaf->itemindex;
12718 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12719 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12720 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12721 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12722 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12723 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12725 case BIH_RENDERTRIANGLE:
12726 triangleindex = bihleaf->itemindex;
12727 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12728 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12729 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12730 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12731 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12732 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12738 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12740 if (r_showtris.integer || r_shownormals.integer)
12742 if (r_showdisabledepthtest.integer)
12744 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12745 GL_DepthMask(false);
12749 GL_BlendFunc(GL_ONE, GL_ZERO);
12750 GL_DepthMask(true);
12752 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12754 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12756 rsurface.texture = R_GetCurrentTexture(surface->texture);
12757 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12759 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12760 if (r_showtris.value > 0)
12762 if (!rsurface.texture->currentlayers->depthmask)
12763 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12764 else if (ent == r_refdef.scene.worldentity)
12765 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12767 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12768 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12769 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12771 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12774 if (r_shownormals.value < 0)
12776 qglBegin(GL_LINES);
12777 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12779 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12780 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12781 qglVertex3f(v[0], v[1], v[2]);
12782 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12783 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12784 qglVertex3f(v[0], v[1], v[2]);
12789 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12791 qglBegin(GL_LINES);
12792 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12794 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12795 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12796 qglVertex3f(v[0], v[1], v[2]);
12797 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12798 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12799 qglVertex3f(v[0], v[1], v[2]);
12803 qglBegin(GL_LINES);
12804 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12806 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12807 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12808 qglVertex3f(v[0], v[1], v[2]);
12809 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12810 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12811 qglVertex3f(v[0], v[1], v[2]);
12815 qglBegin(GL_LINES);
12816 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12818 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12819 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12820 qglVertex3f(v[0], v[1], v[2]);
12821 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12822 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12823 qglVertex3f(v[0], v[1], v[2]);
12830 rsurface.texture = NULL;
12834 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12835 int r_maxsurfacelist = 0;
12836 const msurface_t **r_surfacelist = NULL;
12837 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12839 int i, j, endj, flagsmask;
12840 dp_model_t *model = r_refdef.scene.worldmodel;
12841 msurface_t *surfaces;
12842 unsigned char *update;
12843 int numsurfacelist = 0;
12847 if (r_maxsurfacelist < model->num_surfaces)
12849 r_maxsurfacelist = model->num_surfaces;
12851 Mem_Free((msurface_t**)r_surfacelist);
12852 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12855 RSurf_ActiveWorldEntity();
12857 surfaces = model->data_surfaces;
12858 update = model->brushq1.lightmapupdateflags;
12860 // update light styles on this submodel
12861 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12863 model_brush_lightstyleinfo_t *style;
12864 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12866 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12868 int *list = style->surfacelist;
12869 style->value = r_refdef.scene.lightstylevalue[style->style];
12870 for (j = 0;j < style->numsurfaces;j++)
12871 update[list[j]] = true;
12876 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12880 R_DrawDebugModel();
12881 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12885 rsurface.lightmaptexture = NULL;
12886 rsurface.deluxemaptexture = NULL;
12887 rsurface.uselightmaptexture = false;
12888 rsurface.texture = NULL;
12889 rsurface.rtlight = NULL;
12890 numsurfacelist = 0;
12891 // add visible surfaces to draw list
12892 for (i = 0;i < model->nummodelsurfaces;i++)
12894 j = model->sortedmodelsurfaces[i];
12895 if (r_refdef.viewcache.world_surfacevisible[j])
12896 r_surfacelist[numsurfacelist++] = surfaces + j;
12898 // update lightmaps if needed
12899 if (model->brushq1.firstrender)
12901 model->brushq1.firstrender = false;
12902 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12904 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12908 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12909 if (r_refdef.viewcache.world_surfacevisible[j])
12911 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12913 // don't do anything if there were no surfaces
12914 if (!numsurfacelist)
12916 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12919 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12920 GL_AlphaTest(false);
12922 // add to stats if desired
12923 if (r_speeds.integer && !skysurfaces && !depthonly)
12925 r_refdef.stats.world_surfaces += numsurfacelist;
12926 for (j = 0;j < numsurfacelist;j++)
12927 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12930 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12933 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12935 int i, j, endj, flagsmask;
12936 dp_model_t *model = ent->model;
12937 msurface_t *surfaces;
12938 unsigned char *update;
12939 int numsurfacelist = 0;
12943 if (r_maxsurfacelist < model->num_surfaces)
12945 r_maxsurfacelist = model->num_surfaces;
12947 Mem_Free((msurface_t **)r_surfacelist);
12948 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12951 // if the model is static it doesn't matter what value we give for
12952 // wantnormals and wanttangents, so this logic uses only rules applicable
12953 // to a model, knowing that they are meaningless otherwise
12954 if (ent == r_refdef.scene.worldentity)
12955 RSurf_ActiveWorldEntity();
12956 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12957 RSurf_ActiveModelEntity(ent, false, false, false);
12959 RSurf_ActiveModelEntity(ent, true, true, true);
12960 else if (depthonly)
12962 switch (vid.renderpath)
12964 case RENDERPATH_GL20:
12965 case RENDERPATH_CGGL:
12966 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12968 case RENDERPATH_GL13:
12969 case RENDERPATH_GL11:
12970 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12976 switch (vid.renderpath)
12978 case RENDERPATH_GL20:
12979 case RENDERPATH_CGGL:
12980 RSurf_ActiveModelEntity(ent, true, true, false);
12982 case RENDERPATH_GL13:
12983 case RENDERPATH_GL11:
12984 RSurf_ActiveModelEntity(ent, true, false, false);
12989 surfaces = model->data_surfaces;
12990 update = model->brushq1.lightmapupdateflags;
12992 // update light styles
12993 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12995 model_brush_lightstyleinfo_t *style;
12996 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12998 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13000 int *list = style->surfacelist;
13001 style->value = r_refdef.scene.lightstylevalue[style->style];
13002 for (j = 0;j < style->numsurfaces;j++)
13003 update[list[j]] = true;
13008 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13012 R_DrawDebugModel();
13013 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13017 rsurface.lightmaptexture = NULL;
13018 rsurface.deluxemaptexture = NULL;
13019 rsurface.uselightmaptexture = false;
13020 rsurface.texture = NULL;
13021 rsurface.rtlight = NULL;
13022 numsurfacelist = 0;
13023 // add visible surfaces to draw list
13024 for (i = 0;i < model->nummodelsurfaces;i++)
13025 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13026 // don't do anything if there were no surfaces
13027 if (!numsurfacelist)
13029 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13032 // update lightmaps if needed
13036 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13041 R_BuildLightMap(ent, surfaces + j);
13046 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13048 R_BuildLightMap(ent, surfaces + j);
13049 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13050 GL_AlphaTest(false);
13052 // add to stats if desired
13053 if (r_speeds.integer && !skysurfaces && !depthonly)
13055 r_refdef.stats.entities_surfaces += numsurfacelist;
13056 for (j = 0;j < numsurfacelist;j++)
13057 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13060 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13063 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13065 static texture_t texture;
13066 static msurface_t surface;
13067 const msurface_t *surfacelist = &surface;
13069 // fake enough texture and surface state to render this geometry
13071 texture.update_lastrenderframe = -1; // regenerate this texture
13072 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13073 texture.currentskinframe = skinframe;
13074 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13075 texture.offsetmapping = OFFSETMAPPING_OFF;
13076 texture.offsetscale = 1;
13077 texture.specularscalemod = 1;
13078 texture.specularpowermod = 1;
13080 surface.texture = &texture;
13081 surface.num_triangles = numtriangles;
13082 surface.num_firsttriangle = firsttriangle;
13083 surface.num_vertices = numvertices;
13084 surface.num_firstvertex = firstvertex;
13087 rsurface.texture = R_GetCurrentTexture(surface.texture);
13088 rsurface.lightmaptexture = NULL;
13089 rsurface.deluxemaptexture = NULL;
13090 rsurface.uselightmaptexture = false;
13091 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13094 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)
13096 static msurface_t surface;
13097 const msurface_t *surfacelist = &surface;
13099 // fake enough texture and surface state to render this geometry
13101 surface.texture = texture;
13102 surface.num_triangles = numtriangles;
13103 surface.num_firsttriangle = firsttriangle;
13104 surface.num_vertices = numvertices;
13105 surface.num_firstvertex = firstvertex;
13108 rsurface.texture = R_GetCurrentTexture(surface.texture);
13109 rsurface.lightmaptexture = NULL;
13110 rsurface.deluxemaptexture = NULL;
13111 rsurface.uselightmaptexture = false;
13112 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);