2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 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)"};
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
170 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)"};
172 extern cvar_t v_glslgamma;
174 extern qboolean v_flipped_state;
176 static struct r_bloomstate_s
181 int bloomwidth, bloomheight;
183 int screentexturewidth, screentextureheight;
184 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
186 int bloomtexturewidth, bloomtextureheight;
187 rtexture_t *texture_bloom;
189 // arrays for rendering the screen passes
190 float screentexcoord2f[8];
191 float bloomtexcoord2f[8];
192 float offsettexcoord2f[8];
194 r_viewport_t viewport;
198 r_waterstate_t r_waterstate;
200 /// shadow volume bsp struct with automatically growing nodes buffer
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
231 typedef struct r_qwskincache_s
233 char name[MAX_QPATH];
234 skinframe_t *skinframe;
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
250 extern void R_DrawModelShadows(void);
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
255 for (i = 0;i < verts;i++)
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
269 for (i = 0;i < verts;i++)
279 // FIXME: move this to client?
282 if (gamemode == GAME_NEHAHRA)
284 Cvar_Set("gl_fogenable", "0");
285 Cvar_Set("gl_fogdensity", "0.2");
286 Cvar_Set("gl_fogred", "0.3");
287 Cvar_Set("gl_foggreen", "0.3");
288 Cvar_Set("gl_fogblue", "0.3");
290 r_refdef.fog_density = 0;
291 r_refdef.fog_red = 0;
292 r_refdef.fog_green = 0;
293 r_refdef.fog_blue = 0;
294 r_refdef.fog_alpha = 1;
295 r_refdef.fog_start = 0;
296 r_refdef.fog_end = 16384;
297 r_refdef.fog_height = 1<<30;
298 r_refdef.fog_fadedepth = 128;
301 static void R_BuildBlankTextures(void)
303 unsigned char data[4];
304 data[2] = 128; // normal X
305 data[1] = 128; // normal Y
306 data[0] = 255; // normal Z
307 data[3] = 128; // height
308 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
313 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326 static void R_BuildNoTexture(void)
329 unsigned char pix[16][16][4];
330 // this makes a light grey/dark grey checkerboard texture
331 for (y = 0;y < 16;y++)
333 for (x = 0;x < 16;x++)
335 if ((y < 8) ^ (x < 8))
351 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
354 static void R_BuildWhiteCube(void)
356 unsigned char data[6*1*1*4];
357 memset(data, 255, sizeof(data));
358 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
361 static void R_BuildNormalizationCube(void)
365 vec_t s, t, intensity;
368 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369 for (side = 0;side < 6;side++)
371 for (y = 0;y < NORMSIZE;y++)
373 for (x = 0;x < NORMSIZE;x++)
375 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
411 intensity = 127.0f / sqrt(DotProduct(v, v));
412 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415 data[((side*64+y)*64+x)*4+3] = 255;
419 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
423 static void R_BuildFogTexture(void)
427 unsigned char data1[FOGWIDTH][4];
428 //unsigned char data2[FOGWIDTH][4];
431 r_refdef.fogmasktable_start = r_refdef.fog_start;
432 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433 r_refdef.fogmasktable_range = r_refdef.fogrange;
434 r_refdef.fogmasktable_density = r_refdef.fog_density;
436 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
439 d = (x * r - r_refdef.fogmasktable_start);
440 if(developer_extra.integer)
441 Con_DPrintf("%f ", d);
443 if (r_fog_exp2.integer)
444 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
446 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447 if(developer_extra.integer)
448 Con_DPrintf(" : %f ", alpha);
449 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450 if(developer_extra.integer)
451 Con_DPrintf(" = %f\n", alpha);
452 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
455 for (x = 0;x < FOGWIDTH;x++)
457 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
462 //data2[x][0] = 255 - b;
463 //data2[x][1] = 255 - b;
464 //data2[x][2] = 255 - b;
467 if (r_texture_fogattenuation)
469 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
474 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);
475 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
479 //=======================================================================================================================================================
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "# extension GL_EXT_gpu_shader4 : enable\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "# extension GL_ARB_texture_gather : enable\n"
507 "# ifdef GL_AMD_texture_texture4\n"
508 "# extension GL_AMD_texture_texture4 : enable\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
541 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
553 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
558 "#ifdef FRAGMENT_SHADER\n"
561 " gl_FragColor = gl_Color;\n"
564 "#else // !MODE_SHOWDEPTH\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
573 "#ifdef VERTEX_SHADER\n"
576 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
579 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
587 "uniform sampler2D Texture_Second;\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
607 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
609 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
611 "#ifdef USEVIEWTINT\n"
612 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// 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"
618 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
623 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
626 "#ifdef USESATURATION\n"
627 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
633 "#ifdef USEGAMMARAMPS\n"
634 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
640 "#else // !MODE_POSTPROCESS\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USESPECULAR\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
676 " gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
681 "#ifdef USESPECULAR\n"
682 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 " gl_FragColor *= tex2;\n"
687 " gl_FragColor += tex2;\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
695 "#else // !MODE_GENERIC\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
705 " gl_FrontColor = gl_Color;\n"
706 " TexCoord = gl_MultiTexCoord0.xy;\n"
707 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
718 " vec2 tc = TexCoord;\n"
719 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 " tc += BloomBlur_Parameters.xy;\n"
721 " for (i = 1;i < SAMPLES;i++)\n"
723 " color += texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
726 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
738 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 " ModelViewProjectionPosition = gl_Position;\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
759 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 " // FIXME temporary hack to detect the case that the reflection\n"
764 " // gets blackened at edges due to leaving the area that contains actual\n"
766 " // Remove this 'ack once we have a better way to stop this thing from\n"
768 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
776 "#else // !MODE_REFRACTION\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
791 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
816 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 " // FIXME temporary hack to detect the case that the reflection\n"
822 " // gets blackened at edges due to leaving the area that contains actual\n"
824 " // Remove this 'ack once we have a better way to stop this thing from\n"
826 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
840 "#else // !MODE_WATER\n"
845 "// common definitions between vertex shader and fragment shader:\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
891 "uniform vec4 FogPlane;\n"
897 "// 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"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
906 "uniform sampler2D Texture_Glow;\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
921 "uniform sampler2D Texture_FogMask;\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
952 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
958 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
960 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 " // 14 sample relief mapping: linear search and then binary search\n"
970 " // this basically steps forward a small amount repeatedly until it finds\n"
971 " // itself inside solid, then jitters forward and back using decreasing\n"
972 " // amounts to find the impact\n"
973 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 " vec3 RT = vec3(TexCoord, 1);\n"
977 " OffsetVector *= 0.1;\n"
978 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
988 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
989 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
990 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
991 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
994 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 " // this basically moves forward the full distance, and then backs up based\n"
996 " // on height of samples\n"
997 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 " TexCoord += OffsetVector;\n"
1001 " OffsetVector *= 0.333;\n"
1002 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 " return TexCoord;\n"
1008 "#endif // USEOFFSETMAPPING\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1051 " vec3 adir = abs(dir);\n"
1055 " if (adir.x > adir.y)\n"
1057 " if (adir.x > adir.z) // X\n"
1061 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1072 " if (adir.y > adir.z) // Y\n"
1076 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1082 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1086 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 " stc.z += ShadowMap_Parameters.z;\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1094 " vec3 adir = abs(dir);\n"
1095 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 " stc.z += ShadowMap_Parameters.z;\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1108 " vec3 adir = abs(dir);\n"
1109 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1116 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1118 "# ifdef USESHADOWSAMPLER\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 " 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"
1124 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1129 "# ifdef USESHADOWMAPPCF\n"
1130 "# if USESHADOWMAPPCF > 1\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 " 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"
1134 " 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"
1135 " 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"
1136 " 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"
1137 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1140 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 " vec2 offset = fract(shadowmaptc.xy);\n"
1142 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1144 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1145 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1149 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1160 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1163 "# ifdef USESHADOWSAMPLER\n"
1164 "# ifdef USESHADOWMAPPCF\n"
1165 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1166 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 " 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"
1169 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1172 "# ifdef USESHADOWMAPPCF\n"
1173 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "# ifdef GL_ARB_texture_gather\n"
1175 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1177 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1179 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 " center *= ShadowMap_TextureScale;\n"
1181 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1184 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1185 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1189 "# ifdef GL_EXT_gpu_shader4\n"
1190 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1192 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1194 "# if USESHADOWMAPPCF > 1\n"
1195 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 " center *= ShadowMap_TextureScale;\n"
1197 " 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"
1198 " 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"
1199 " 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"
1200 " 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"
1201 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1204 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1207 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1208 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1213 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1223 " // apply depth texture cubemap as light filter\n"
1224 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1226 "# ifdef USESHADOWSAMPLER\n"
1227 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1229 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1249 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 " gl_FrontColor = gl_Color;\n"
1252 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1255 " // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1263 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1268 "#endif // VERTEX_SHADER\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 " // apply offsetmapping\n"
1275 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1279 "#ifdef USEALPHAKILL\n"
1280 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1295 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1299 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1312 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1315 "#endif // VERTEX_SHADER\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1330 " // calculate viewspace pixel position\n"
1331 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1333 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 " // decode viewspace pixel normal\n"
1336 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 " // surfacenormal = pixel normal in viewspace\n"
1339 " // LightVector = pixel to light in viewspace\n"
1340 " // CubeVector = position in lightspace\n"
1341 " // eyevector = pixel to view in viewspace\n"
1342 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 " // calculate diffuse shading\n"
1346 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1349 "#ifdef USESPECULAR\n"
1350 " // calculate directional shading\n"
1351 " vec3 eyevector = position * -1.0;\n"
1352 "# ifdef USEEXACTSPECULARMATH\n"
1353 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1355 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 " fade *= ShadowMapCompare(CubeVector);\n"
1364 "#ifdef USEDIFFUSE\n"
1365 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1367 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1369 "#ifdef USESPECULAR\n"
1370 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1372 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1375 "# ifdef USECUBEFILTER\n"
1376 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 " gl_FragData[0].rgb *= cubecolor;\n"
1378 " gl_FragData[1].rgb *= cubecolor;\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 " gl_FrontColor = gl_Color;\n"
1400 " // copy the surface texcoord\n"
1401 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1405 "#ifdef USELIGHTMAP\n"
1406 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 " // transform vertex position into light attenuation/cubemap space\n"
1411 " // (-1 to +1 across the light box)\n"
1412 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1414 "# ifdef USEDIFFUSE\n"
1415 " // transform unnormalized light direction into tangent space\n"
1416 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 " // normalize it per pixel)\n"
1418 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1431 " // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1440 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 " VectorS = gl_MultiTexCoord1.xyz;\n"
1446 " VectorT = gl_MultiTexCoord2.xyz;\n"
1447 " VectorR = gl_MultiTexCoord3.xyz;\n"
1450 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1453 "#ifdef USEREFLECTION\n"
1454 " ModelViewProjectionPosition = gl_Position;\n"
1457 "#endif // VERTEX_SHADER\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1473 "uniform myhalf3 Color_Glow;\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 " // apply offsetmapping\n"
1497 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1501 " // combine the diffuse textures (base, pants, shirt)\n"
1502 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 " if (color.a < 0.5)\n"
1507 " color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1517 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1520 " // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1524 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1527 " // get the material colors\n"
1528 " myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1533 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 " // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1557 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1560 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1563 " color.rgb = diffusetex * Color_Ambient;\n"
1565 " color.rgb *= LightColor;\n"
1566 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1570 "# ifdef USECUBEFILTER\n"
1571 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1580 "#ifdef USEDIFFUSE\n"
1581 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1587 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 " // convert modelspace light vector to tangentspace\n"
1591 " myhalf3 lightnormal;\n"
1592 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1608 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 " color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1630 "# ifdef USEDIFFUSE\n"
1631 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "# ifdef USESPECULAR\n"
1633 "# ifdef USEEXACTSPECULARMATH\n"
1634 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1636 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1639 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1641 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1644 " color.rgb = diffusetex * Color_Ambient;\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1658 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 " color.rgb *= myhalf(FogVertex());\n"
1666 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1670 " // 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"
1671 "#ifdef USEREFLECTION\n"
1672 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 " // FIXME temporary hack to detect the case that the reflection\n"
1677 " // gets blackened at edges due to leaving the area that contains actual\n"
1679 " // Remove this 'ack once we have a better way to stop this thing from\n"
1681 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1689 " gl_FragColor = vec4(color);\n"
1691 "#endif // FRAGMENT_SHADER\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1705 =========================================================================================================================================================
1709 =========================================================================================================================================================
1713 =========================================================================================================================================================
1717 =========================================================================================================================================================
1721 =========================================================================================================================================================
1725 =========================================================================================================================================================
1729 =========================================================================================================================================================
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1756 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1774 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1786 " gl_FragColor = gl_FrontColor;\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1796 "#ifdef VERTEX_SHADER\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1808 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1811 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1823 "uniform sampler2D Texture_Second,\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1843 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1845 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1847 "#ifdef USEVIEWTINT\n"
1848 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1859 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1862 "#ifdef USESATURATION\n"
1863 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1876 "#else // !MODE_POSTPROCESS\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1896 " gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1900 "#ifdef USESPECULAR\n"
1901 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1903 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1920 "out float4 gl_FragColor : COLOR\n"
1923 " gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1928 "#ifdef USESPECULAR\n"
1929 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 " gl_FragColor *= tex2;\n"
1934 " gl_FragColor += tex2;\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1942 "#else // !MODE_GENERIC\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1958 " TexCoord = gl_MultiTexCoord0.xy;\n"
1959 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1974 " float2 tc = TexCoord;\n"
1975 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 " tc += BloomBlur_Parameters.xy;\n"
1977 " for (i = 1;i < SAMPLES;i++)\n"
1979 " color += tex2D(Texture_First, tc).rgb;\n"
1980 " tc += BloomBlur_Parameters.xy;\n"
1982 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2001 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 " ModelViewProjectionPosition = gl_Position;\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2023 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 " // FIXME temporary hack to detect the case that the reflection\n"
2028 " // gets blackened at edges due to leaving the area that contains actual\n"
2030 " // Remove this 'ack once we have a better way to stop this thing from\n"
2032 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2040 "#else // !MODE_REFRACTION\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2061 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 " ModelViewProjectionPosition = gl_Position;\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2090 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 " // FIXME temporary hack to detect the case that the reflection\n"
2095 " // gets blackened at edges due to leaving the area that contains actual\n"
2097 " // Remove this 'ack once we have a better way to stop this thing from\n"
2099 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2113 "#else // !MODE_WATER\n"
2118 "// 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"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2130 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2132 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 " // 14 sample relief mapping: linear search and then binary search\n"
2141 " // this basically steps forward a small amount repeatedly until it finds\n"
2142 " // itself inside solid, then jitters forward and back using decreasing\n"
2143 " // amounts to find the impact\n"
2144 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 " float3 RT = float3(TexCoord, 1);\n"
2148 " OffsetVector *= 0.1;\n"
2149 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2159 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2165 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 " // this basically moves forward the full distance, and then backs up based\n"
2167 " // on height of samples\n"
2168 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 " TexCoord += OffsetVector;\n"
2172 " OffsetVector *= 0.333;\n"
2173 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " return TexCoord;\n"
2179 "#endif // USEOFFSETMAPPING\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2186 " float3 adir = abs(dir);\n"
2190 " if (adir.x > adir.y)\n"
2192 " if (adir.x > adir.z) // X\n"
2196 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2202 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2207 " if (adir.y > adir.z) // Y\n"
2211 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2217 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2221 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 " stc.z += ShadowMap_Parameters.z;\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2229 " float3 adir = abs(dir);\n"
2230 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 " stc.z += ShadowMap_Parameters.z;\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2243 " float3 adir = abs(dir);\n"
2244 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2258 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2261 "# ifdef USESHADOWSAMPLER\n"
2263 "# ifdef USESHADOWMAPPCF\n"
2264 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 " 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"
2267 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2272 "# ifdef USESHADOWMAPPCF\n"
2273 "# if USESHADOWMAPPCF > 1\n"
2274 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 " 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"
2277 " 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"
2278 " 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"
2279 " 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"
2280 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2283 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 " float2 offset = frac(shadowmaptc.xy);\n"
2285 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2287 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2288 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2292 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2310 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2314 "# ifdef USESHADOWSAMPLER\n"
2315 "# ifdef USESHADOWMAPPCF\n"
2316 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2317 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 " 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"
2320 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2323 "# ifdef USESHADOWMAPPCF\n"
2324 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "# ifdef GL_ARB_texture_gather\n"
2326 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2328 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2330 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 " center *= ShadowMap_TextureScale;\n"
2332 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2335 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2336 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2340 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2341 "# if USESHADOWMAPPCF > 1\n"
2342 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 " center *= ShadowMap_TextureScale;\n"
2344 " 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"
2345 " 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"
2346 " 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"
2347 " 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"
2348 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2351 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2354 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2355 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2360 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2370 " // apply depth texture cubemap as light filter\n"
2371 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2373 "# ifdef USESHADOWSAMPLER\n"
2374 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2376 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2419 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 " gl_FrontColor = gl_Color;\n"
2422 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2425 " // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2433 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2438 "#endif // VERTEX_SHADER\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2464 " float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 " // apply offsetmapping\n"
2467 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2471 "#ifdef USEALPHAKILL\n"
2472 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2487 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2491 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2510 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2513 "#endif // VERTEX_SHADER\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2571 " // calculate viewspace pixel position\n"
2572 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 " float3 position;\n"
2575 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 " // decode viewspace pixel normal\n"
2578 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 " // surfacenormal = pixel normal in viewspace\n"
2581 " // LightVector = pixel to light in viewspace\n"
2582 " // CubeVector = position in lightspace\n"
2583 " // eyevector = pixel to view in viewspace\n"
2584 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 " // calculate diffuse shading\n"
2588 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2591 "#ifdef USESPECULAR\n"
2592 " // calculate directional shading\n"
2593 " float3 eyevector = position * -1.0;\n"
2594 "# ifdef USEEXACTSPECULARMATH\n"
2595 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2597 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 " fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2620 "#ifdef USEDIFFUSE\n"
2621 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2623 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2625 "#ifdef USESPECULAR\n"
2626 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2628 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2631 "# ifdef USECUBEFILTER\n"
2632 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 " gl_FragData0.rgb *= cubecolor;\n"
2634 " gl_FragData1.rgb *= cubecolor;\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2643 "#ifdef VERTEX_SHADER\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2701 "out float4 gl_Position : POSITION\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 " gl_FrontColor = gl_Color;\n"
2707 " // copy the surface texcoord\n"
2708 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2712 "#ifdef USELIGHTMAP\n"
2713 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 " // transform vertex position into light attenuation/cubemap space\n"
2718 " // (-1 to +1 across the light box)\n"
2719 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2721 "# ifdef USEDIFFUSE\n"
2722 " // transform unnormalized light direction into tangent space\n"
2723 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 " // normalize it per pixel)\n"
2725 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2738 " // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2747 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 " VectorS = gl_MultiTexCoord1.xyz;\n"
2753 " VectorT = gl_MultiTexCoord2.xyz;\n"
2754 " VectorR = gl_MultiTexCoord3.xyz;\n"
2757 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2760 "#ifdef USEREFLECTION\n"
2761 " ModelViewProjectionPosition = gl_Position;\n"
2764 "#endif // VERTEX_SHADER\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2810 "uniform sampler2D Texture_Glow,\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2873 "uniform half3 Color_Glow,\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2932 "out float4 gl_FragColor : COLOR\n"
2935 " float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 " // apply offsetmapping\n"
2941 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2945 " // combine the diffuse textures (base, pants, shirt)\n"
2946 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 " if (color.a < 0.5)\n"
2951 " color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2961 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2964 " // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2968 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2971 " // get the material colors\n"
2972 " half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2977 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 " // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 " half3 lightnormal = half3(normalize(LightVector));\n"
2995 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3001 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3004 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3007 " color.rgb = diffusetex * Color_Ambient;\n"
3009 " color.rgb *= LightColor;\n"
3010 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3029 "# ifdef USECUBEFILTER\n"
3030 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3039 "#ifdef USEDIFFUSE\n"
3040 " half3 lightnormal = half3(normalize(LightVector));\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3046 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 " // convert modelspace light vector to tangentspace\n"
3050 " half3 lightnormal;\n"
3051 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3067 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 " color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3089 "# ifdef USEDIFFUSE\n"
3090 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "# ifdef USESPECULAR\n"
3092 "# ifdef USEEXACTSPECULARMATH\n"
3093 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3095 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3098 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3100 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3103 " color.rgb = diffusetex * Color_Ambient;\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3117 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3125 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3129 " // 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"
3130 "#ifdef USEREFLECTION\n"
3131 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 " // FIXME temporary hack to detect the case that the reflection\n"
3136 " // gets blackened at edges due to leaving the area that contains actual\n"
3138 " // Remove this 'ack once we have a better way to stop this thing from\n"
3140 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3148 " gl_FragColor = float4(color);\n"
3150 "#endif // FRAGMENT_SHADER\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3166 //=======================================================================================================================================================
3168 typedef struct shaderpermutationinfo_s
3170 const char *pretext;
3173 shaderpermutationinfo_t;
3175 typedef struct shadermodeinfo_s
3177 const char *vertexfilename;
3178 const char *geometryfilename;
3179 const char *fragmentfilename;
3180 const char *pretext;
3185 typedef enum shaderpermutation_e
3187 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3217 shaderpermutation_t;
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3222 {"#define USEDIFFUSE\n", " diffuse"},
3223 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224 {"#define USEVIEWTINT\n", " viewtint"},
3225 {"#define USECOLORMAPPING\n", " colormapping"},
3226 {"#define USESATURATION\n", " saturation"},
3227 {"#define USEFOGINSIDE\n", " foginside"},
3228 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229 {"#define USEGAMMARAMPS\n", " gammaramps"},
3230 {"#define USECUBEFILTER\n", " cubefilter"},
3231 {"#define USEGLOW\n", " glow"},
3232 {"#define USEBLOOM\n", " bloom"},
3233 {"#define USESPECULAR\n", " specular"},
3234 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236 {"#define USEREFLECTION\n", " reflection"},
3237 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247 {"#define USEALPHAKILL\n", " alphakill"},
3248 {"#define USEREFLECTCUBE\n", " reflectcube"},
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3254 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3276 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3296 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3317 /// hash lookup data
3318 struct r_glsl_permutation_s *hashnext;
3320 unsigned int permutation;
3322 /// indicates if we have tried compiling this permutation already
3324 /// 0 if compilation failed
3326 /// locations of detected uniforms in program object, or -1 if not found
3327 int loc_Texture_First;
3328 int loc_Texture_Second;
3329 int loc_Texture_GammaRamps;
3330 int loc_Texture_Normal;
3331 int loc_Texture_Color;
3332 int loc_Texture_Gloss;
3333 int loc_Texture_Glow;
3334 int loc_Texture_SecondaryNormal;
3335 int loc_Texture_SecondaryColor;
3336 int loc_Texture_SecondaryGloss;
3337 int loc_Texture_SecondaryGlow;
3338 int loc_Texture_Pants;
3339 int loc_Texture_Shirt;
3340 int loc_Texture_FogMask;
3341 int loc_Texture_Lightmap;
3342 int loc_Texture_Deluxemap;
3343 int loc_Texture_Attenuation;
3344 int loc_Texture_Cube;
3345 int loc_Texture_Refraction;
3346 int loc_Texture_Reflection;
3347 int loc_Texture_ShadowMapRect;
3348 int loc_Texture_ShadowMapCube;
3349 int loc_Texture_ShadowMap2D;
3350 int loc_Texture_CubeProjection;
3351 int loc_Texture_ScreenDepth;
3352 int loc_Texture_ScreenNormalMap;
3353 int loc_Texture_ScreenDiffuse;
3354 int loc_Texture_ScreenSpecular;
3355 int loc_Texture_ReflectMask;
3356 int loc_Texture_ReflectCube;
3358 int loc_BloomBlur_Parameters;
3360 int loc_Color_Ambient;
3361 int loc_Color_Diffuse;
3362 int loc_Color_Specular;
3364 int loc_Color_Pants;
3365 int loc_Color_Shirt;
3366 int loc_DeferredColor_Ambient;
3367 int loc_DeferredColor_Diffuse;
3368 int loc_DeferredColor_Specular;
3369 int loc_DeferredMod_Diffuse;
3370 int loc_DeferredMod_Specular;
3371 int loc_DistortScaleRefractReflect;
3372 int loc_EyePosition;
3374 int loc_FogHeightFade;
3376 int loc_FogPlaneViewDist;
3377 int loc_FogRangeRecip;
3380 int loc_LightPosition;
3381 int loc_OffsetMapping_Scale;
3383 int loc_ReflectColor;
3384 int loc_ReflectFactor;
3385 int loc_ReflectOffset;
3386 int loc_RefractColor;
3388 int loc_ScreenCenterRefractReflect;
3389 int loc_ScreenScaleRefractReflect;
3390 int loc_ScreenToDepth;
3391 int loc_ShadowMap_Parameters;
3392 int loc_ShadowMap_TextureScale;
3393 int loc_SpecularPower;
3398 int loc_ViewTintColor;
3399 int loc_ViewToLight;
3400 int loc_ModelToLight;
3402 int loc_BackgroundTexMatrix;
3403 int loc_ModelViewProjectionMatrix;
3404 int loc_ModelViewMatrix;
3405 int loc_PixelToScreenTexCoord;
3406 int loc_ModelToReflectCube;
3408 r_glsl_permutation_t;
3410 #define SHADERPERMUTATION_HASHSIZE 256
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3421 //unsigned int hashdepth = 0;
3422 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423 r_glsl_permutation_t *p;
3424 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3426 if (p->mode == mode && p->permutation == permutation)
3428 //if (hashdepth > 10)
3429 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3434 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3436 p->permutation = permutation;
3437 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438 r_glsl_permutationhash[mode][hashindex] = p;
3439 //if (hashdepth > 10)
3440 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3447 if (!filename || !filename[0])
3449 if (!strcmp(filename, "glsl/default.glsl"))
3451 if (!glslshaderstring)
3453 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454 if (glslshaderstring)
3455 Con_DPrintf("Loading shaders from file %s...\n", filename);
3457 glslshaderstring = (char *)builtinshaderstring;
3459 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461 return shaderstring;
3463 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3466 if (printfromdisknotice)
3467 Con_DPrintf("from disk %s... ", filename);
3468 return shaderstring;
3470 return shaderstring;
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3476 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477 int vertstrings_count = 0;
3478 int geomstrings_count = 0;
3479 int fragstrings_count = 0;
3480 char *vertexstring, *geometrystring, *fragmentstring;
3481 const char *vertstrings_list[32+3];
3482 const char *geomstrings_list[32+3];
3483 const char *fragstrings_list[32+3];
3484 char permutationname[256];
3491 permutationname[0] = 0;
3492 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3496 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3498 // the first pretext is which type of shader to compile as
3499 // (later these will all be bound together as a program object)
3500 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3504 // the second pretext is the mode (for example a light source)
3505 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3510 // now add all the permutation pretexts
3511 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3513 if (permutation & (1<<i))
3515 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3522 // keep line numbers correct
3523 vertstrings_list[vertstrings_count++] = "\n";
3524 geomstrings_list[geomstrings_count++] = "\n";
3525 fragstrings_list[fragstrings_count++] = "\n";
3529 // now append the shader text itself
3530 vertstrings_list[vertstrings_count++] = vertexstring;
3531 geomstrings_list[geomstrings_count++] = geometrystring;
3532 fragstrings_list[fragstrings_count++] = fragmentstring;
3534 // if any sources were NULL, clear the respective list
3536 vertstrings_count = 0;
3537 if (!geometrystring)
3538 geomstrings_count = 0;
3539 if (!fragmentstring)
3540 fragstrings_count = 0;
3542 // compile the shader program
3543 if (vertstrings_count + geomstrings_count + fragstrings_count)
3544 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3548 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549 // look up all the uniform variable names we care about, so we don't
3550 // have to look them up every time we set them
3552 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3553 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3554 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3557 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3583 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3585 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3588 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3589 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3590 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3598 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3599 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3601 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3604 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3605 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3606 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3608 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3609 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3612 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3613 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3619 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3620 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3621 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3622 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3623 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3625 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3626 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3627 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632 // initialize the samplers to refer to the texture units we use
3633 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3634 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3635 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3636 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3637 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3638 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3639 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3640 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3644 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3645 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3646 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3647 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3648 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3649 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3650 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3651 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3652 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3653 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3654 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3655 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3656 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3658 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3660 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3662 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3664 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3667 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3671 Mem_Free(vertexstring);
3673 Mem_Free(geometrystring);
3675 Mem_Free(fragmentstring);
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3680 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681 if (r_glsl_permutation != perm)
3683 r_glsl_permutation = perm;
3684 if (!r_glsl_permutation->program)
3686 if (!r_glsl_permutation->compiled)
3687 R_GLSL_CompilePermutation(perm, mode, permutation);
3688 if (!r_glsl_permutation->program)
3690 // remove features until we find a valid permutation
3692 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3694 // reduce i more quickly whenever it would not remove any bits
3695 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696 if (!(permutation & j))
3699 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700 if (!r_glsl_permutation->compiled)
3701 R_GLSL_CompilePermutation(perm, mode, permutation);
3702 if (r_glsl_permutation->program)
3705 if (i >= SHADERPERMUTATION_COUNT)
3707 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709 qglUseProgramObjectARB(0);CHECKGLERROR
3710 return; // no bit left to clear, entire mode is broken
3715 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3717 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3726 /// hash lookup data
3727 struct r_cg_permutation_s *hashnext;
3729 unsigned int permutation;
3731 /// indicates if we have tried compiling this permutation already
3733 /// 0 if compilation failed
3736 /// locations of detected parameters in programs, or NULL if not found
3737 CGparameter vp_EyePosition;
3738 CGparameter vp_FogPlane;
3739 CGparameter vp_LightDir;
3740 CGparameter vp_LightPosition;
3741 CGparameter vp_ModelToLight;
3742 CGparameter vp_TexMatrix;
3743 CGparameter vp_BackgroundTexMatrix;
3744 CGparameter vp_ModelViewProjectionMatrix;
3745 CGparameter vp_ModelViewMatrix;
3747 CGparameter fp_Texture_First;
3748 CGparameter fp_Texture_Second;
3749 CGparameter fp_Texture_GammaRamps;
3750 CGparameter fp_Texture_Normal;
3751 CGparameter fp_Texture_Color;
3752 CGparameter fp_Texture_Gloss;
3753 CGparameter fp_Texture_Glow;
3754 CGparameter fp_Texture_SecondaryNormal;
3755 CGparameter fp_Texture_SecondaryColor;
3756 CGparameter fp_Texture_SecondaryGloss;
3757 CGparameter fp_Texture_SecondaryGlow;
3758 CGparameter fp_Texture_Pants;
3759 CGparameter fp_Texture_Shirt;
3760 CGparameter fp_Texture_FogMask;
3761 CGparameter fp_Texture_Lightmap;
3762 CGparameter fp_Texture_Deluxemap;
3763 CGparameter fp_Texture_Attenuation;
3764 CGparameter fp_Texture_Cube;
3765 CGparameter fp_Texture_Refraction;
3766 CGparameter fp_Texture_Reflection;
3767 CGparameter fp_Texture_ShadowMapRect;
3768 CGparameter fp_Texture_ShadowMapCube;
3769 CGparameter fp_Texture_ShadowMap2D;
3770 CGparameter fp_Texture_CubeProjection;
3771 CGparameter fp_Texture_ScreenDepth;
3772 CGparameter fp_Texture_ScreenNormalMap;
3773 CGparameter fp_Texture_ScreenDiffuse;
3774 CGparameter fp_Texture_ScreenSpecular;
3775 CGparameter fp_Texture_ReflectMask;
3776 CGparameter fp_Texture_ReflectCube;
3777 CGparameter fp_Alpha;
3778 CGparameter fp_BloomBlur_Parameters;
3779 CGparameter fp_ClientTime;
3780 CGparameter fp_Color_Ambient;
3781 CGparameter fp_Color_Diffuse;
3782 CGparameter fp_Color_Specular;
3783 CGparameter fp_Color_Glow;
3784 CGparameter fp_Color_Pants;
3785 CGparameter fp_Color_Shirt;
3786 CGparameter fp_DeferredColor_Ambient;
3787 CGparameter fp_DeferredColor_Diffuse;
3788 CGparameter fp_DeferredColor_Specular;
3789 CGparameter fp_DeferredMod_Diffuse;
3790 CGparameter fp_DeferredMod_Specular;
3791 CGparameter fp_DistortScaleRefractReflect;
3792 CGparameter fp_EyePosition;
3793 CGparameter fp_FogColor;
3794 CGparameter fp_FogHeightFade;
3795 CGparameter fp_FogPlane;
3796 CGparameter fp_FogPlaneViewDist;
3797 CGparameter fp_FogRangeRecip;
3798 CGparameter fp_LightColor;
3799 CGparameter fp_LightDir;
3800 CGparameter fp_LightPosition;
3801 CGparameter fp_OffsetMapping_Scale;
3802 CGparameter fp_PixelSize;
3803 CGparameter fp_ReflectColor;
3804 CGparameter fp_ReflectFactor;
3805 CGparameter fp_ReflectOffset;
3806 CGparameter fp_RefractColor;
3807 CGparameter fp_Saturation;
3808 CGparameter fp_ScreenCenterRefractReflect;
3809 CGparameter fp_ScreenScaleRefractReflect;
3810 CGparameter fp_ScreenToDepth;
3811 CGparameter fp_ShadowMap_Parameters;
3812 CGparameter fp_ShadowMap_TextureScale;
3813 CGparameter fp_SpecularPower;
3814 CGparameter fp_UserVec1;
3815 CGparameter fp_UserVec2;
3816 CGparameter fp_UserVec3;
3817 CGparameter fp_UserVec4;
3818 CGparameter fp_ViewTintColor;
3819 CGparameter fp_ViewToLight;
3820 CGparameter fp_PixelToScreenTexCoord;
3821 CGparameter fp_ModelToReflectCube;
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3832 #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));}}
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3836 //unsigned int hashdepth = 0;
3837 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838 r_cg_permutation_t *p;
3839 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3841 if (p->mode == mode && p->permutation == permutation)
3843 //if (hashdepth > 10)
3844 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3849 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3851 p->permutation = permutation;
3852 p->hashnext = r_cg_permutationhash[mode][hashindex];
3853 r_cg_permutationhash[mode][hashindex] = p;
3854 //if (hashdepth > 10)
3855 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3862 if (!filename || !filename[0])
3864 if (!strcmp(filename, "cg/default.cg"))
3866 if (!cgshaderstring)
3868 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3870 Con_DPrintf("Loading shaders from file %s...\n", filename);
3872 cgshaderstring = (char *)builtincgshaderstring;
3874 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876 return shaderstring;
3878 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3881 if (printfromdisknotice)
3882 Con_DPrintf("from disk %s... ", filename);
3883 return shaderstring;
3885 return shaderstring;
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3890 // TODO: load or create .fp and .vp shader files
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3896 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897 int vertstrings_count = 0, vertstring_length = 0;
3898 int geomstrings_count = 0, geomstring_length = 0;
3899 int fragstrings_count = 0, fragstring_length = 0;
3901 char *vertexstring, *geometrystring, *fragmentstring;
3902 char *vertstring, *geomstring, *fragstring;
3903 const char *vertstrings_list[32+3];
3904 const char *geomstrings_list[32+3];
3905 const char *fragstrings_list[32+3];
3906 char permutationname[256];
3907 char cachename[256];
3908 CGprofile vertexProfile;
3909 CGprofile fragmentProfile;
3917 permutationname[0] = 0;
3919 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3920 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3923 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924 strlcat(cachename, "cg/", sizeof(cachename));
3926 // the first pretext is which type of shader to compile as
3927 // (later these will all be bound together as a program object)
3928 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3932 // the second pretext is the mode (for example a light source)
3933 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937 strlcat(cachename, modeinfo->name, sizeof(cachename));
3939 // now add all the permutation pretexts
3940 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3942 if (permutation & (1<<i))
3944 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3952 // keep line numbers correct
3953 vertstrings_list[vertstrings_count++] = "\n";
3954 geomstrings_list[geomstrings_count++] = "\n";
3955 fragstrings_list[fragstrings_count++] = "\n";
3959 // replace spaces in the cachename with _ characters
3960 for (i = 0;cachename[i];i++)
3961 if (cachename[i] == ' ')
3964 // now append the shader text itself
3965 vertstrings_list[vertstrings_count++] = vertexstring;
3966 geomstrings_list[geomstrings_count++] = geometrystring;
3967 fragstrings_list[fragstrings_count++] = fragmentstring;
3969 // if any sources were NULL, clear the respective list
3971 vertstrings_count = 0;
3972 if (!geometrystring)
3973 geomstrings_count = 0;
3974 if (!fragmentstring)
3975 fragstrings_count = 0;
3977 vertstring_length = 0;
3978 for (i = 0;i < vertstrings_count;i++)
3979 vertstring_length += strlen(vertstrings_list[i]);
3980 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3984 geomstring_length = 0;
3985 for (i = 0;i < geomstrings_count;i++)
3986 geomstring_length += strlen(geomstrings_list[i]);
3987 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3991 fragstring_length = 0;
3992 for (i = 0;i < fragstrings_count;i++)
3993 fragstring_length += strlen(fragstrings_list[i]);
3994 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4000 //vertexProfile = CG_PROFILE_ARBVP1;
4001 //fragmentProfile = CG_PROFILE_ARBFP1;
4002 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4009 // try to load the cached shader, or generate one
4010 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4012 // if caching failed, do a dynamic compile for now
4014 if (vertstring[0] && !p->vprogram)
4015 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4017 if (fragstring[0] && !p->fprogram)
4018 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4021 // look up all the uniform variable names we care about, so we don't
4022 // have to look them up every time we set them
4026 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4029 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4030 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4031 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4032 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4042 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4045 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4075 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4077 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4090 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4091 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4093 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4096 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4097 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4098 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4100 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4104 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4105 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4112 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4113 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4114 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4115 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4122 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4125 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4129 Mem_Free(vertstring);
4131 Mem_Free(geomstring);
4133 Mem_Free(fragstring);
4135 Mem_Free(vertexstring);
4137 Mem_Free(geometrystring);
4139 Mem_Free(fragmentstring);
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4144 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4147 if (r_cg_permutation != perm)
4149 r_cg_permutation = perm;
4150 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4152 if (!r_cg_permutation->compiled)
4153 R_CG_CompilePermutation(perm, mode, permutation);
4154 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4156 // remove features until we find a valid permutation
4158 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4160 // reduce i more quickly whenever it would not remove any bits
4161 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162 if (!(permutation & j))
4165 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166 if (!r_cg_permutation->compiled)
4167 R_CG_CompilePermutation(perm, mode, permutation);
4168 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4171 if (i >= SHADERPERMUTATION_COUNT)
4173 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175 return; // no bit left to clear, entire mode is broken
4181 if (r_cg_permutation->vprogram)
4183 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4189 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4192 if (r_cg_permutation->fprogram)
4194 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4200 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4205 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4211 cgGLSetTextureParameter(param, R_GetTexture(tex));
4212 cgGLEnableTextureParameter(param);
4216 void R_GLSL_Restart_f(void)
4218 unsigned int i, limit;
4219 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220 Mem_Free(glslshaderstring);
4221 glslshaderstring = NULL;
4222 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223 Mem_Free(cgshaderstring);
4224 cgshaderstring = NULL;
4225 switch(vid.renderpath)
4227 case RENDERPATH_GL20:
4229 r_glsl_permutation_t *p;
4230 r_glsl_permutation = NULL;
4231 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232 for (i = 0;i < limit;i++)
4234 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4236 GL_Backend_FreeProgram(p->program);
4237 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4240 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4243 case RENDERPATH_CGGL:
4246 r_cg_permutation_t *p;
4247 r_cg_permutation = NULL;
4248 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253 for (i = 0;i < limit;i++)
4255 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4258 cgDestroyProgram(p->vprogram);
4260 cgDestroyProgram(p->fprogram);
4261 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4264 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4268 case RENDERPATH_GL13:
4269 case RENDERPATH_GL11:
4274 void R_GLSL_DumpShader_f(void)
4279 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4282 FS_Print(file, "/* The engine may define the following macros:\n");
4283 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284 for (i = 0;i < SHADERMODE_COUNT;i++)
4285 FS_Print(file, glslshadermodeinfo[i].pretext);
4286 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287 FS_Print(file, shaderpermutationinfo[i].pretext);
4288 FS_Print(file, "*/\n");
4289 FS_Print(file, builtinshaderstring);
4291 Con_Printf("glsl/default.glsl written\n");
4294 Con_Printf("failed to write to glsl/default.glsl\n");
4297 file = FS_OpenRealFile("cg/default.cg", "w", false);
4300 FS_Print(file, "/* The engine may define the following macros:\n");
4301 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302 for (i = 0;i < SHADERMODE_COUNT;i++)
4303 FS_Print(file, cgshadermodeinfo[i].pretext);
4304 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305 FS_Print(file, shaderpermutationinfo[i].pretext);
4306 FS_Print(file, "*/\n");
4307 FS_Print(file, builtincgshaderstring);
4309 Con_Printf("cg/default.cg written\n");
4312 Con_Printf("failed to write to cg/default.cg\n");
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4319 texturemode = GL_MODULATE;
4320 switch (vid.renderpath)
4322 case RENDERPATH_GL20:
4323 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))));
4324 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4327 case RENDERPATH_CGGL:
4330 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))));
4331 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4335 case RENDERPATH_GL13:
4336 R_Mesh_TexBind(0, first );
4337 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338 R_Mesh_TexBind(1, second);
4340 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4342 case RENDERPATH_GL11:
4343 R_Mesh_TexBind(0, first );
4348 void R_SetupShader_DepthOrShadow(void)
4350 switch (vid.renderpath)
4352 case RENDERPATH_GL20:
4353 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4355 case RENDERPATH_CGGL:
4357 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4360 case RENDERPATH_GL13:
4361 R_Mesh_TexBind(0, 0);
4362 R_Mesh_TexBind(1, 0);
4364 case RENDERPATH_GL11:
4365 R_Mesh_TexBind(0, 0);
4370 void R_SetupShader_ShowDepth(void)
4372 switch (vid.renderpath)
4374 case RENDERPATH_GL20:
4375 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4377 case RENDERPATH_CGGL:
4379 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4382 case RENDERPATH_GL13:
4384 case RENDERPATH_GL11:
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4415 // select a permutation of the lighting shader appropriate to this
4416 // combination of texture, entity, light source, and fogging, only use the
4417 // minimum features necessary to avoid wasting rendering time in the
4418 // fragment shader on features that are not being used
4419 unsigned int permutation = 0;
4420 unsigned int mode = 0;
4422 if (rsurfacepass == RSURFPASS_BACKGROUND)
4424 // distorted background
4425 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426 mode = SHADERMODE_WATER;
4428 mode = SHADERMODE_REFRACTION;
4429 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434 R_Mesh_ColorPointer(NULL, 0, 0);
4435 GL_AlphaTest(false);
4436 GL_BlendFunc(GL_ONE, GL_ZERO);
4438 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4440 if (r_glsl_offsetmapping.integer)
4442 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443 if (r_glsl_offsetmapping_reliefmapping.integer)
4444 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449 permutation |= SHADERPERMUTATION_ALPHAKILL;
4450 // normalmap (deferred prepass), may use alpha test on diffuse
4451 mode = SHADERMODE_DEFERREDGEOMETRY;
4452 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4462 R_Mesh_ColorPointer(NULL, 0, 0);
4463 GL_AlphaTest(false);
4464 GL_BlendFunc(GL_ONE, GL_ZERO);
4466 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4468 if (r_glsl_offsetmapping.integer)
4470 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471 if (r_glsl_offsetmapping_reliefmapping.integer)
4472 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4477 mode = SHADERMODE_LIGHTSOURCE;
4478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481 permutation |= SHADERPERMUTATION_CUBEFILTER;
4482 if (diffusescale > 0)
4483 permutation |= SHADERPERMUTATION_DIFFUSE;
4484 if (specularscale > 0)
4486 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487 if (r_shadow_glossexact.integer)
4488 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4490 if (r_refdef.fogenabled)
4491 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492 if (rsurface.texture->colormapping)
4493 permutation |= SHADERPERMUTATION_COLORMAPPING;
4494 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4496 if (r_shadow_usingshadowmaprect)
4497 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498 if (r_shadow_usingshadowmap2d)
4499 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500 if (r_shadow_usingshadowmapcube)
4501 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502 else if(r_shadow_shadowmapvsdct)
4503 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4505 if (r_shadow_shadowmapsampler)
4506 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507 if (r_shadow_shadowmappcf > 1)
4508 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509 else if (r_shadow_shadowmappcf)
4510 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4512 if (rsurface.texture->reflectmasktexture)
4513 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4517 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4523 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4527 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4531 R_Mesh_ColorPointer(NULL, 0, 0);
4532 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4535 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4537 if (r_glsl_offsetmapping.integer)
4539 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540 if (r_glsl_offsetmapping_reliefmapping.integer)
4541 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4543 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545 // unshaded geometry (fullbright or ambient model lighting)
4546 mode = SHADERMODE_FLATCOLOR;
4547 ambientscale = diffusescale = specularscale = 0;
4548 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549 permutation |= SHADERPERMUTATION_GLOW;
4550 if (r_refdef.fogenabled)
4551 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552 if (rsurface.texture->colormapping)
4553 permutation |= SHADERPERMUTATION_COLORMAPPING;
4554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555 permutation |= SHADERPERMUTATION_REFLECTION;
4556 if (rsurface.texture->reflectmasktexture)
4557 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4561 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4567 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4571 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4575 R_Mesh_ColorPointer(NULL, 0, 0);
4576 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4579 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4581 if (r_glsl_offsetmapping.integer)
4583 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584 if (r_glsl_offsetmapping_reliefmapping.integer)
4585 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589 // directional model lighting
4590 mode = SHADERMODE_LIGHTDIRECTION;
4591 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592 permutation |= SHADERPERMUTATION_GLOW;
4593 permutation |= SHADERPERMUTATION_DIFFUSE;
4594 if (specularscale > 0)
4596 permutation |= SHADERPERMUTATION_SPECULAR;
4597 if (r_shadow_glossexact.integer)
4598 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4600 if (r_refdef.fogenabled)
4601 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602 if (rsurface.texture->colormapping)
4603 permutation |= SHADERPERMUTATION_COLORMAPPING;
4604 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605 permutation |= SHADERPERMUTATION_REFLECTION;
4606 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608 if (rsurface.texture->reflectmasktexture)
4609 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4613 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4619 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4623 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624 R_Mesh_ColorPointer(NULL, 0, 0);
4625 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4628 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4630 if (r_glsl_offsetmapping.integer)
4632 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633 if (r_glsl_offsetmapping_reliefmapping.integer)
4634 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4636 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638 // ambient model lighting
4639 mode = SHADERMODE_LIGHTDIRECTION;
4640 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641 permutation |= SHADERPERMUTATION_GLOW;
4642 if (r_refdef.fogenabled)
4643 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644 if (rsurface.texture->colormapping)
4645 permutation |= SHADERPERMUTATION_COLORMAPPING;
4646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647 permutation |= SHADERPERMUTATION_REFLECTION;
4648 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650 if (rsurface.texture->reflectmasktexture)
4651 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4655 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4665 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666 R_Mesh_ColorPointer(NULL, 0, 0);
4667 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4672 if (r_glsl_offsetmapping.integer)
4674 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675 if (r_glsl_offsetmapping_reliefmapping.integer)
4676 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4678 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4681 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682 permutation |= SHADERPERMUTATION_GLOW;
4683 if (r_refdef.fogenabled)
4684 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685 if (rsurface.texture->colormapping)
4686 permutation |= SHADERPERMUTATION_COLORMAPPING;
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688 permutation |= SHADERPERMUTATION_REFLECTION;
4689 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691 if (rsurface.texture->reflectmasktexture)
4692 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4695 // deluxemapping (light direction texture)
4696 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4699 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700 permutation |= SHADERPERMUTATION_DIFFUSE;
4701 if (specularscale > 0)
4703 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704 if (r_shadow_glossexact.integer)
4705 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4707 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4711 R_Mesh_ColorPointer(NULL, 0, 0);
4713 else if (r_glsl_deluxemapping.integer >= 2)
4715 // fake deluxemapping (uniform light direction in tangentspace)
4716 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717 permutation |= SHADERPERMUTATION_DIFFUSE;
4718 if (specularscale > 0)
4720 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721 if (r_shadow_glossexact.integer)
4722 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4724 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4728 R_Mesh_ColorPointer(NULL, 0, 0);
4730 else if (rsurface.uselightmaptexture)
4732 // ordinary lightmapping (q1bsp, q3bsp)
4733 mode = SHADERMODE_LIGHTMAP;
4734 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4738 R_Mesh_ColorPointer(NULL, 0, 0);
4742 // ordinary vertex coloring (q3bsp)
4743 mode = SHADERMODE_VERTEXCOLOR;
4744 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4747 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4750 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4756 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4760 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4763 switch(vid.renderpath)
4765 case RENDERPATH_GL20:
4766 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768 if (mode == SHADERMODE_LIGHTSOURCE)
4770 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773 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);
4774 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);
4775 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);
4777 // additive passes are only darkened by fog, not tinted
4778 if (r_glsl_permutation->loc_FogColor >= 0)
4779 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780 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]);
4781 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]);
4782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4786 if (mode == SHADERMODE_FLATCOLOR)
4788 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4790 else if (mode == SHADERMODE_LIGHTDIRECTION)
4792 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]);
4793 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]);
4794 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);
4795 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);
4796 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);
4797 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]);
4798 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]);
4802 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]);
4803 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]);
4804 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);
4805 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);
4806 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);
4808 // additive passes are only darkened by fog, not tinted
4809 if (r_glsl_permutation->loc_FogColor >= 0)
4811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4814 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4816 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);
4817 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]);
4818 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]);
4819 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4825 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830 if (r_glsl_permutation->loc_Color_Pants >= 0)
4832 if (rsurface.texture->pantstexture)
4833 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4835 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4837 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4839 if (rsurface.texture->shirttexture)
4840 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4842 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4844 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]);
4845 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849 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]);
4850 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4852 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4853 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4854 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4855 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4856 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4857 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4858 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4859 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4860 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4861 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4862 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4863 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4864 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4865 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4866 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4868 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4869 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4870 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4871 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4872 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4873 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4874 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4875 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4876 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4877 if (rsurface.rtlight)
4879 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4880 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4881 if (r_shadow_usingshadowmapcube)
4882 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4884 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4888 case RENDERPATH_CGGL:
4890 R_SetupShader_SetPermutationCG(mode, permutation);
4891 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892 if (mode == SHADERMODE_LIGHTSOURCE)
4894 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4899 if (mode == SHADERMODE_LIGHTDIRECTION)
4901 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
4904 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907 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
4910 if (mode == SHADERMODE_LIGHTSOURCE)
4912 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914 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
4915 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
4916 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
4918 // additive passes are only darkened by fog, not tinted
4919 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920 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
4921 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
4922 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4926 if (mode == SHADERMODE_FLATCOLOR)
4928 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4930 else if (mode == SHADERMODE_LIGHTDIRECTION)
4932 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
4933 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
4934 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
4935 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
4936 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
4937 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
4938 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
4942 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
4943 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
4944 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
4945 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
4946 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
4948 // additive passes are only darkened by fog, not tinted
4949 if (r_cg_permutation->fp_FogColor)
4951 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4954 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957 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
4958 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
4959 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
4960 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4966 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969 if (r_cg_permutation->fp_Color_Pants)
4971 if (rsurface.texture->pantstexture)
4972 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4974 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4977 if (r_cg_permutation->fp_Color_Shirt)
4979 if (rsurface.texture->shirttexture)
4980 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4982 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4985 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
4986 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990 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
4991 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4993 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4994 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4995 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4996 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5001 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5005 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5006 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5007 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
5008 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5009 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5010 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5011 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5012 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5013 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5014 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5015 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5016 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5017 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5018 if (rsurface.rtlight)
5020 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5021 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5022 if (r_shadow_usingshadowmapcube)
5023 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5025 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5031 case RENDERPATH_GL13:
5032 case RENDERPATH_GL11:
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5039 // select a permutation of the lighting shader appropriate to this
5040 // combination of texture, entity, light source, and fogging, only use the
5041 // minimum features necessary to avoid wasting rendering time in the
5042 // fragment shader on features that are not being used
5043 unsigned int permutation = 0;
5044 unsigned int mode = 0;
5045 const float *lightcolorbase = rtlight->currentcolor;
5046 float ambientscale = rtlight->ambientscale;
5047 float diffusescale = rtlight->diffusescale;
5048 float specularscale = rtlight->specularscale;
5049 // this is the location of the light in view space
5050 vec3_t viewlightorigin;
5051 // this transforms from view space (camera) to light space (cubemap)
5052 matrix4x4_t viewtolight;
5053 matrix4x4_t lighttoview;
5054 float viewtolight16f[16];
5055 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5057 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058 if (rtlight->currentcubemap != r_texture_whitecube)
5059 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060 if (diffusescale > 0)
5061 permutation |= SHADERPERMUTATION_DIFFUSE;
5062 if (specularscale > 0)
5064 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065 if (r_shadow_glossexact.integer)
5066 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5068 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5070 if (r_shadow_usingshadowmaprect)
5071 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072 if (r_shadow_usingshadowmap2d)
5073 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074 if (r_shadow_usingshadowmapcube)
5075 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076 else if(r_shadow_shadowmapvsdct)
5077 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5079 if (r_shadow_shadowmapsampler)
5080 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081 if (r_shadow_shadowmappcf > 1)
5082 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083 else if (r_shadow_shadowmappcf)
5084 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5086 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090 switch(vid.renderpath)
5092 case RENDERPATH_GL20:
5093 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5096 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);
5097 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);
5098 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);
5099 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]);
5100 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]);
5101 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));
5102 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]);
5103 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5105 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5106 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5107 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5108 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5109 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5110 if (r_shadow_usingshadowmapcube)
5111 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5113 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5115 case RENDERPATH_CGGL:
5117 R_SetupShader_SetPermutationCG(mode, permutation);
5118 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120 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
5121 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
5122 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
5123 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
5124 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
5125 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
5126 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
5127 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5129 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5130 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5131 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5132 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5133 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5134 if (r_shadow_usingshadowmapcube)
5135 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5137 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5140 case RENDERPATH_GL13:
5141 case RENDERPATH_GL11:
5146 #define SKINFRAME_HASH 1024
5150 int loadsequence; // incremented each level change
5151 memexpandablearray_t array;
5152 skinframe_t *hash[SKINFRAME_HASH];
5155 r_skinframe_t r_skinframe;
5157 void R_SkinFrame_PrepareForPurge(void)
5159 r_skinframe.loadsequence++;
5160 // wrap it without hitting zero
5161 if (r_skinframe.loadsequence >= 200)
5162 r_skinframe.loadsequence = 1;
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5169 // mark the skinframe as used for the purging code
5170 skinframe->loadsequence = r_skinframe.loadsequence;
5173 void R_SkinFrame_Purge(void)
5177 for (i = 0;i < SKINFRAME_HASH;i++)
5179 for (s = r_skinframe.hash[i];s;s = s->next)
5181 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5183 if (s->merged == s->base)
5185 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186 R_PurgeTexture(s->stain );s->stain = NULL;
5187 R_PurgeTexture(s->merged);s->merged = NULL;
5188 R_PurgeTexture(s->base );s->base = NULL;
5189 R_PurgeTexture(s->pants );s->pants = NULL;
5190 R_PurgeTexture(s->shirt );s->shirt = NULL;
5191 R_PurgeTexture(s->nmap );s->nmap = NULL;
5192 R_PurgeTexture(s->gloss );s->gloss = NULL;
5193 R_PurgeTexture(s->glow );s->glow = NULL;
5194 R_PurgeTexture(s->fog );s->fog = NULL;
5195 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196 s->loadsequence = 0;
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5204 char basename[MAX_QPATH];
5206 Image_StripImageExtension(name, basename, sizeof(basename));
5208 if( last == NULL ) {
5210 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211 item = r_skinframe.hash[hashindex];
5216 // linearly search through the hash bucket
5217 for( ; item ; item = item->next ) {
5218 if( !strcmp( item->basename, basename ) ) {
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5229 char basename[MAX_QPATH];
5231 Image_StripImageExtension(name, basename, sizeof(basename));
5233 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5239 rtexture_t *dyntexture;
5240 // check whether its a dynamic texture
5241 dyntexture = CL_GetDynTexture( basename );
5242 if (!add && !dyntexture)
5244 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245 memset(item, 0, sizeof(*item));
5246 strlcpy(item->basename, basename, sizeof(item->basename));
5247 item->base = dyntexture; // either NULL or dyntexture handle
5248 item->textureflags = textureflags;
5249 item->comparewidth = comparewidth;
5250 item->compareheight = compareheight;
5251 item->comparecrc = comparecrc;
5252 item->next = r_skinframe.hash[hashindex];
5253 r_skinframe.hash[hashindex] = item;
5255 else if( item->base == NULL )
5257 rtexture_t *dyntexture;
5258 // check whether its a dynamic texture
5259 // 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]
5260 dyntexture = CL_GetDynTexture( basename );
5261 item->base = dyntexture; // either NULL or dyntexture handle
5264 R_SkinFrame_MarkUsed(item);
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5270 unsigned long long avgcolor[5], wsum; \
5278 for(pix = 0; pix < cnt; ++pix) \
5281 for(comp = 0; comp < 3; ++comp) \
5283 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5286 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5288 for(comp = 0; comp < 3; ++comp) \
5289 avgcolor[comp] += getpixel * w; \
5292 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293 avgcolor[4] += getpixel; \
5295 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5297 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5306 unsigned char *pixels;
5307 unsigned char *bumppixels;
5308 unsigned char *basepixels = NULL;
5309 int basepixels_width = 0;
5310 int basepixels_height = 0;
5311 skinframe_t *skinframe;
5312 rtexture_t *ddsbase = NULL;
5313 qboolean ddshasalpha = false;
5314 float ddsavgcolor[4];
5315 char basename[MAX_QPATH];
5317 if (cls.state == ca_dedicated)
5320 // return an existing skinframe if already loaded
5321 // if loading of the first image fails, don't make a new skinframe as it
5322 // would cause all future lookups of this to be missing
5323 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324 if (skinframe && skinframe->base)
5327 Image_StripImageExtension(name, basename, sizeof(basename));
5329 // check for DDS texture file first
5330 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5332 basepixels = loadimagepixelsbgra(name, complain, true);
5333 if (basepixels == NULL)
5337 if (developer_loading.integer)
5338 Con_Printf("loading skin \"%s\"\n", name);
5340 // we've got some pixels to store, so really allocate this new texture now
5342 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343 skinframe->stain = NULL;
5344 skinframe->merged = NULL;
5345 skinframe->base = NULL;
5346 skinframe->pants = NULL;
5347 skinframe->shirt = NULL;
5348 skinframe->nmap = NULL;
5349 skinframe->gloss = NULL;
5350 skinframe->glow = NULL;
5351 skinframe->fog = NULL;
5352 skinframe->reflect = NULL;
5353 skinframe->hasalpha = false;
5357 skinframe->base = ddsbase;
5358 skinframe->hasalpha = ddshasalpha;
5359 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360 if (r_loadfog && skinframe->hasalpha)
5361 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362 //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]);
5366 basepixels_width = image_width;
5367 basepixels_height = image_height;
5368 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);
5369 if (textureflags & TEXF_ALPHA)
5371 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5373 if (basepixels[j] < 255)
5375 skinframe->hasalpha = true;
5379 if (r_loadfog && skinframe->hasalpha)
5381 // has transparent pixels
5382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383 for (j = 0;j < image_width * image_height * 4;j += 4)
5388 pixels[j+3] = basepixels[j+3];
5390 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);
5394 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395 //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]);
5396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5404 if (r_loadnormalmap)
5405 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5408 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5414 // _norm is the name used by tenebrae and has been adopted as standard
5415 if (r_loadnormalmap && skinframe->nmap == NULL)
5417 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5419 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);
5423 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5425 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427 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);
5429 Mem_Free(bumppixels);
5431 else if (r_shadow_bumpscale_basetexture.value > 0)
5433 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435 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);
5438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5442 // _luma is supported only for tenebrae compatibility
5443 // _glow is the preferred name
5444 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5446 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);
5447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449 Mem_Free(pixels);pixels = NULL;
5452 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5454 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);
5455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5463 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);
5464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5470 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5472 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);
5473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5479 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5481 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);
5482 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5489 Mem_Free(basepixels);
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5498 unsigned char *temp1, *temp2;
5499 skinframe_t *skinframe;
5501 if (cls.state == ca_dedicated)
5504 // if already loaded just return it, otherwise make a new skinframe
5505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506 if (skinframe && skinframe->base)
5509 skinframe->stain = NULL;
5510 skinframe->merged = NULL;
5511 skinframe->base = NULL;
5512 skinframe->pants = NULL;
5513 skinframe->shirt = NULL;
5514 skinframe->nmap = NULL;
5515 skinframe->gloss = NULL;
5516 skinframe->glow = NULL;
5517 skinframe->fog = NULL;
5518 skinframe->reflect = NULL;
5519 skinframe->hasalpha = false;
5521 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5525 if (developer_loading.integer)
5526 Con_Printf("loading 32bit skin \"%s\"\n", name);
5528 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5530 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531 temp2 = temp1 + width * height * 4;
5532 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5536 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537 if (textureflags & TEXF_ALPHA)
5539 for (i = 3;i < width * height * 4;i += 4)
5541 if (skindata[i] < 255)
5543 skinframe->hasalpha = true;
5547 if (r_loadfog && skinframe->hasalpha)
5549 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550 memcpy(fogpixels, skindata, width * height * 4);
5551 for (i = 0;i < width * height * 4;i += 4)
5552 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554 Mem_Free(fogpixels);
5558 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559 //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]);
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5568 skinframe_t *skinframe;
5570 if (cls.state == ca_dedicated)
5573 // if already loaded just return it, otherwise make a new skinframe
5574 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575 if (skinframe && skinframe->base)
5578 skinframe->stain = NULL;
5579 skinframe->merged = NULL;
5580 skinframe->base = NULL;
5581 skinframe->pants = NULL;
5582 skinframe->shirt = NULL;
5583 skinframe->nmap = NULL;
5584 skinframe->gloss = NULL;
5585 skinframe->glow = NULL;
5586 skinframe->fog = NULL;
5587 skinframe->reflect = NULL;
5588 skinframe->hasalpha = false;
5590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5594 if (developer_loading.integer)
5595 Con_Printf("loading quake skin \"%s\"\n", name);
5597 // 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)
5598 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599 memcpy(skinframe->qpixels, skindata, width*height);
5600 skinframe->qwidth = width;
5601 skinframe->qheight = height;
5604 for (i = 0;i < width * height;i++)
5605 featuresmask |= palette_featureflags[skindata[i]];
5607 skinframe->hasalpha = false;
5608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610 skinframe->qgeneratemerged = true;
5611 skinframe->qgeneratebase = skinframe->qhascolormapping;
5612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615 //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]);
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5624 unsigned char *skindata;
5626 if (!skinframe->qpixels)
5629 if (!skinframe->qhascolormapping)
5630 colormapped = false;
5634 if (!skinframe->qgeneratebase)
5639 if (!skinframe->qgeneratemerged)
5643 width = skinframe->qwidth;
5644 height = skinframe->qheight;
5645 skindata = skinframe->qpixels;
5647 if (skinframe->qgeneratenmap)
5649 unsigned char *temp1, *temp2;
5650 skinframe->qgeneratenmap = false;
5651 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652 temp2 = temp1 + width * height * 4;
5653 // use either a custom palette or the quake palette
5654 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5660 if (skinframe->qgenerateglow)
5662 skinframe->qgenerateglow = false;
5663 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5668 skinframe->qgeneratebase = false;
5669 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);
5670 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5675 skinframe->qgeneratemerged = false;
5676 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5679 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5681 Mem_Free(skinframe->qpixels);
5682 skinframe->qpixels = NULL;
5686 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)
5689 skinframe_t *skinframe;
5691 if (cls.state == ca_dedicated)
5694 // if already loaded just return it, otherwise make a new skinframe
5695 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696 if (skinframe && skinframe->base)
5699 skinframe->stain = NULL;
5700 skinframe->merged = NULL;
5701 skinframe->base = NULL;
5702 skinframe->pants = NULL;
5703 skinframe->shirt = NULL;
5704 skinframe->nmap = NULL;
5705 skinframe->gloss = NULL;
5706 skinframe->glow = NULL;
5707 skinframe->fog = NULL;
5708 skinframe->reflect = NULL;
5709 skinframe->hasalpha = false;
5711 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5715 if (developer_loading.integer)
5716 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5718 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719 if (textureflags & TEXF_ALPHA)
5721 for (i = 0;i < width * height;i++)
5723 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5725 skinframe->hasalpha = true;
5729 if (r_loadfog && skinframe->hasalpha)
5730 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5733 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734 //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]);
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5741 skinframe_t *skinframe;
5743 if (cls.state == ca_dedicated)
5746 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747 skinframe->stain = NULL;
5748 skinframe->merged = NULL;
5749 skinframe->base = NULL;
5750 skinframe->pants = NULL;
5751 skinframe->shirt = NULL;
5752 skinframe->nmap = NULL;
5753 skinframe->gloss = NULL;
5754 skinframe->glow = NULL;
5755 skinframe->fog = NULL;
5756 skinframe->reflect = NULL;
5757 skinframe->hasalpha = false;
5759 skinframe->avgcolor[0] = rand() / RAND_MAX;
5760 skinframe->avgcolor[1] = rand() / RAND_MAX;
5761 skinframe->avgcolor[2] = rand() / RAND_MAX;
5762 skinframe->avgcolor[3] = 1;
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5771 qboolean flipx, flipy, flipdiagonal;
5774 static suffixinfo_t suffix[3][6] =
5777 {"px", false, false, false},
5778 {"nx", false, false, false},
5779 {"py", false, false, false},
5780 {"ny", false, false, false},
5781 {"pz", false, false, false},
5782 {"nz", false, false, false}
5785 {"posx", false, false, false},
5786 {"negx", false, false, false},
5787 {"posy", false, false, false},
5788 {"negy", false, false, false},
5789 {"posz", false, false, false},
5790 {"negz", false, false, false}
5793 {"rt", true, false, true},
5794 {"lf", false, true, true},
5795 {"ft", true, true, false},
5796 {"bk", false, false, false},
5797 {"up", true, false, true},
5798 {"dn", true, false, true}
5802 static int componentorder[4] = {0, 1, 2, 3};
5804 rtexture_t *R_LoadCubemap(const char *basename)
5806 int i, j, cubemapsize;
5807 unsigned char *cubemappixels, *image_buffer;
5808 rtexture_t *cubemaptexture;
5810 // must start 0 so the first loadimagepixels has no requested width/height
5812 cubemappixels = NULL;
5813 cubemaptexture = NULL;
5814 // keep trying different suffix groups (posx, px, rt) until one loads
5815 for (j = 0;j < 3 && !cubemappixels;j++)
5817 // load the 6 images in the suffix group
5818 for (i = 0;i < 6;i++)
5820 // generate an image name based on the base and and suffix
5821 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5823 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5825 // an image loaded, make sure width and height are equal
5826 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5828 // if this is the first image to load successfully, allocate the cubemap memory
5829 if (!cubemappixels && image_width >= 1)
5831 cubemapsize = image_width;
5832 // note this clears to black, so unavailable sides are black
5833 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5835 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5837 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);
5840 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5842 Mem_Free(image_buffer);
5846 // if a cubemap loaded, upload it
5849 if (developer_loading.integer)
5850 Con_Printf("loading cubemap \"%s\"\n", basename);
5852 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853 Mem_Free(cubemappixels);
5857 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858 if (developer_loading.integer)
5860 Con_Printf("(tried tried images ");
5861 for (j = 0;j < 3;j++)
5862 for (i = 0;i < 6;i++)
5863 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864 Con_Print(" and was unable to find any of them).\n");
5867 return cubemaptexture;
5870 rtexture_t *R_GetCubemap(const char *basename)
5873 for (i = 0;i < r_texture_numcubemaps;i++)
5874 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876 if (i >= MAX_CUBEMAPS)
5877 return r_texture_whitecube;
5878 r_texture_numcubemaps++;
5879 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881 return r_texture_cubemaps[i].texture;
5884 void R_FreeCubemaps(void)
5887 for (i = 0;i < r_texture_numcubemaps;i++)
5889 if (developer_loading.integer)
5890 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891 if (r_texture_cubemaps[i].texture)
5892 R_FreeTexture(r_texture_cubemaps[i].texture);
5894 r_texture_numcubemaps = 0;
5897 void R_Main_FreeViewCache(void)
5899 if (r_refdef.viewcache.entityvisible)
5900 Mem_Free(r_refdef.viewcache.entityvisible);
5901 if (r_refdef.viewcache.world_pvsbits)
5902 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903 if (r_refdef.viewcache.world_leafvisible)
5904 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905 if (r_refdef.viewcache.world_surfacevisible)
5906 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5910 void R_Main_ResizeViewCache(void)
5912 int numentities = r_refdef.scene.numentities;
5913 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917 if (r_refdef.viewcache.maxentities < numentities)
5919 r_refdef.viewcache.maxentities = numentities;
5920 if (r_refdef.viewcache.entityvisible)
5921 Mem_Free(r_refdef.viewcache.entityvisible);
5922 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5924 if (r_refdef.viewcache.world_numclusters != numclusters)
5926 r_refdef.viewcache.world_numclusters = numclusters;
5927 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928 if (r_refdef.viewcache.world_pvsbits)
5929 Mem_Free(r_refdef.viewcache.world_pvsbits);
5930 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5932 if (r_refdef.viewcache.world_numleafs != numleafs)
5934 r_refdef.viewcache.world_numleafs = numleafs;
5935 if (r_refdef.viewcache.world_leafvisible)
5936 Mem_Free(r_refdef.viewcache.world_leafvisible);
5937 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5939 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5941 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942 if (r_refdef.viewcache.world_surfacevisible)
5943 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5951 loadingscreentexture = NULL;
5952 r_texture_blanknormalmap = NULL;
5953 r_texture_white = NULL;
5954 r_texture_grey128 = NULL;
5955 r_texture_black = NULL;
5956 r_texture_whitecube = NULL;
5957 r_texture_normalizationcube = NULL;
5958 r_texture_fogattenuation = NULL;
5959 r_texture_gammaramps = NULL;
5960 r_texture_numcubemaps = 0;
5962 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5965 switch(vid.renderpath)
5967 case RENDERPATH_GL20:
5968 case RENDERPATH_CGGL:
5969 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970 Cvar_SetValueQuick(&gl_combine, 1);
5971 Cvar_SetValueQuick(&r_glsl, 1);
5972 r_loadnormalmap = true;
5976 case RENDERPATH_GL13:
5977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978 Cvar_SetValueQuick(&gl_combine, 1);
5979 Cvar_SetValueQuick(&r_glsl, 0);
5980 r_loadnormalmap = false;
5981 r_loadgloss = false;
5984 case RENDERPATH_GL11:
5985 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986 Cvar_SetValueQuick(&gl_combine, 0);
5987 Cvar_SetValueQuick(&r_glsl, 0);
5988 r_loadnormalmap = false;
5989 r_loadgloss = false;
5995 R_FrameData_Reset();
5999 memset(r_queries, 0, sizeof(r_queries));
6001 r_qwskincache = NULL;
6002 r_qwskincache_size = 0;
6004 // set up r_skinframe loading system for textures
6005 memset(&r_skinframe, 0, sizeof(r_skinframe));
6006 r_skinframe.loadsequence = 1;
6007 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6009 r_main_texturepool = R_AllocTexturePool();
6010 R_BuildBlankTextures();
6012 if (vid.support.arb_texture_cube_map)
6015 R_BuildNormalizationCube();
6017 r_texture_fogattenuation = NULL;
6018 r_texture_gammaramps = NULL;
6019 //r_texture_fogintensity = NULL;
6020 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021 memset(&r_waterstate, 0, sizeof(r_waterstate));
6022 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024 glslshaderstring = NULL;
6026 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028 cgshaderstring = NULL;
6030 memset(&r_svbsp, 0, sizeof (r_svbsp));
6032 r_refdef.fogmasktable_density = 0;
6035 void gl_main_shutdown(void)
6038 R_FrameData_Reset();
6040 R_Main_FreeViewCache();
6043 qglDeleteQueriesARB(r_maxqueries, r_queries);
6047 memset(r_queries, 0, sizeof(r_queries));
6049 r_qwskincache = NULL;
6050 r_qwskincache_size = 0;
6052 // clear out the r_skinframe state
6053 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054 memset(&r_skinframe, 0, sizeof(r_skinframe));
6057 Mem_Free(r_svbsp.nodes);
6058 memset(&r_svbsp, 0, sizeof (r_svbsp));
6059 R_FreeTexturePool(&r_main_texturepool);
6060 loadingscreentexture = NULL;
6061 r_texture_blanknormalmap = NULL;
6062 r_texture_white = NULL;
6063 r_texture_grey128 = NULL;
6064 r_texture_black = NULL;
6065 r_texture_whitecube = NULL;
6066 r_texture_normalizationcube = NULL;
6067 r_texture_fogattenuation = NULL;
6068 r_texture_gammaramps = NULL;
6069 r_texture_numcubemaps = 0;
6070 //r_texture_fogintensity = NULL;
6071 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072 memset(&r_waterstate, 0, sizeof(r_waterstate));
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6079 // FIXME: move this code to client
6081 char *entities, entname[MAX_QPATH];
6083 Mem_Free(r_qwskincache);
6084 r_qwskincache = NULL;
6085 r_qwskincache_size = 0;
6088 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089 l = (int)strlen(entname) - 4;
6090 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6092 memcpy(entname + l, ".ent", 5);
6093 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6095 CL_ParseEntityLump(entities);
6100 if (cl.worldmodel->brush.entities)
6101 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6103 R_Main_FreeViewCache();
6105 R_FrameData_Reset();
6108 void GL_Main_Init(void)
6110 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6112 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115 if (gamemode == GAME_NEHAHRA)
6117 Cvar_RegisterVariable (&gl_fogenable);
6118 Cvar_RegisterVariable (&gl_fogdensity);
6119 Cvar_RegisterVariable (&gl_fogred);
6120 Cvar_RegisterVariable (&gl_foggreen);
6121 Cvar_RegisterVariable (&gl_fogblue);
6122 Cvar_RegisterVariable (&gl_fogstart);
6123 Cvar_RegisterVariable (&gl_fogend);
6124 Cvar_RegisterVariable (&gl_skyclip);
6126 Cvar_RegisterVariable(&r_motionblur);
6127 Cvar_RegisterVariable(&r_motionblur_maxblur);
6128 Cvar_RegisterVariable(&r_motionblur_bmin);
6129 Cvar_RegisterVariable(&r_motionblur_vmin);
6130 Cvar_RegisterVariable(&r_motionblur_vmax);
6131 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132 Cvar_RegisterVariable(&r_motionblur_randomize);
6133 Cvar_RegisterVariable(&r_damageblur);
6134 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136 Cvar_RegisterVariable(&r_equalize_entities_by);
6137 Cvar_RegisterVariable(&r_equalize_entities_to);
6138 Cvar_RegisterVariable(&r_depthfirst);
6139 Cvar_RegisterVariable(&r_useinfinitefarclip);
6140 Cvar_RegisterVariable(&r_farclip_base);
6141 Cvar_RegisterVariable(&r_farclip_world);
6142 Cvar_RegisterVariable(&r_nearclip);
6143 Cvar_RegisterVariable(&r_showbboxes);
6144 Cvar_RegisterVariable(&r_showsurfaces);
6145 Cvar_RegisterVariable(&r_showtris);
6146 Cvar_RegisterVariable(&r_shownormals);
6147 Cvar_RegisterVariable(&r_showlighting);
6148 Cvar_RegisterVariable(&r_showshadowvolumes);
6149 Cvar_RegisterVariable(&r_showcollisionbrushes);
6150 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152 Cvar_RegisterVariable(&r_showdisabledepthtest);
6153 Cvar_RegisterVariable(&r_drawportals);
6154 Cvar_RegisterVariable(&r_drawentities);
6155 Cvar_RegisterVariable(&r_cullentities_trace);
6156 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160 Cvar_RegisterVariable(&r_drawviewmodel);
6161 Cvar_RegisterVariable(&r_speeds);
6162 Cvar_RegisterVariable(&r_fullbrights);
6163 Cvar_RegisterVariable(&r_wateralpha);
6164 Cvar_RegisterVariable(&r_dynamic);
6165 Cvar_RegisterVariable(&r_fullbright);
6166 Cvar_RegisterVariable(&r_shadows);
6167 Cvar_RegisterVariable(&r_shadows_darken);
6168 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170 Cvar_RegisterVariable(&r_shadows_throwdistance);
6171 Cvar_RegisterVariable(&r_shadows_throwdirection);
6172 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177 Cvar_RegisterVariable(&r_fog_exp2);
6178 Cvar_RegisterVariable(&r_drawfog);
6179 Cvar_RegisterVariable(&r_transparentdepthmasking);
6180 Cvar_RegisterVariable(&r_texture_dds_load);
6181 Cvar_RegisterVariable(&r_texture_dds_save);
6182 Cvar_RegisterVariable(&r_textureunits);
6183 Cvar_RegisterVariable(&gl_combine);
6184 Cvar_RegisterVariable(&r_glsl);
6185 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189 Cvar_RegisterVariable(&r_glsl_postprocess);
6190 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194 Cvar_RegisterVariable(&r_water);
6195 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196 Cvar_RegisterVariable(&r_water_clippingplanebias);
6197 Cvar_RegisterVariable(&r_water_refractdistort);
6198 Cvar_RegisterVariable(&r_water_reflectdistort);
6199 Cvar_RegisterVariable(&r_lerpsprites);
6200 Cvar_RegisterVariable(&r_lerpmodels);
6201 Cvar_RegisterVariable(&r_lerplightstyles);
6202 Cvar_RegisterVariable(&r_waterscroll);
6203 Cvar_RegisterVariable(&r_bloom);
6204 Cvar_RegisterVariable(&r_bloom_colorscale);
6205 Cvar_RegisterVariable(&r_bloom_brighten);
6206 Cvar_RegisterVariable(&r_bloom_blur);
6207 Cvar_RegisterVariable(&r_bloom_resolution);
6208 Cvar_RegisterVariable(&r_bloom_colorexponent);
6209 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210 Cvar_RegisterVariable(&r_hdr);
6211 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212 Cvar_RegisterVariable(&r_hdr_glowintensity);
6213 Cvar_RegisterVariable(&r_hdr_range);
6214 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215 Cvar_RegisterVariable(&developer_texturelogging);
6216 Cvar_RegisterVariable(&gl_lightmaps);
6217 Cvar_RegisterVariable(&r_test);
6218 Cvar_RegisterVariable(&r_batchmode);
6219 Cvar_RegisterVariable(&r_glsl_saturation);
6220 Cvar_RegisterVariable(&r_framedatasize);
6221 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222 Cvar_SetValue("r_fullbrights", 0);
6223 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6225 Cvar_RegisterVariable(&r_track_sprites);
6226 Cvar_RegisterVariable(&r_track_sprites_flags);
6227 Cvar_RegisterVariable(&r_track_sprites_scalew);
6228 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6247 void Render_Init(void)
6260 R_LightningBeams_Init();
6269 extern char *ENGINE_EXTENSIONS;
6272 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274 gl_version = (const char *)qglGetString(GL_VERSION);
6275 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6279 if (!gl_platformextensions)
6280 gl_platformextensions = "";
6282 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284 Con_Printf("GL_VERSION: %s\n", gl_version);
6285 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6288 VID_CheckExtensions();
6290 // LordHavoc: report supported extensions
6291 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6293 // clear to black (loading plaque will be seen over this)
6295 qglClearColor(0,0,0,1);CHECKGLERROR
6296 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6303 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6305 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6308 p = r_refdef.view.frustum + i;
6313 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6317 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6321 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6325 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6329 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6333 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6337 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6341 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6353 for (i = 0;i < numplanes;i++)
6360 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6364 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6368 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6372 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6376 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6380 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6384 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6388 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6396 //==================================================================================
6398 // LordHavoc: this stores temporary data used within the same frame
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6405 void R_FrameData_Reset(void)
6407 if (r_framedata_base)
6408 Mem_Free(r_framedata_base);
6409 r_framedata_base = NULL;
6410 r_framedata_size = 0;
6411 r_framedata_current = 0;
6412 r_framedata_failed = false;
6415 void R_FrameData_NewFrame(void)
6418 if (r_framedata_failed)
6419 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422 if (r_framedata_size != wantedsize)
6424 r_framedata_size = wantedsize;
6425 if (r_framedata_base)
6426 Mem_Free(r_framedata_base);
6427 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6429 r_framedata_current = 0;
6430 r_framedata_failed = false;
6433 void *R_FrameData_Alloc(size_t size)
6437 // align to 16 byte boundary
6438 size = (size + 15) & ~15;
6439 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440 r_framedata_current += size;
6443 if (r_framedata_current > r_framedata_size)
6444 r_framedata_failed = true;
6446 // return NULL on everything after a failure
6447 if (r_framedata_failed)
6453 void *R_FrameData_Store(size_t size, void *data)
6455 void *d = R_FrameData_Alloc(size);
6457 memcpy(d, data, size);
6461 //==================================================================================
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6466 * Animation cache prevents re-generating mesh data for an animated model
6467 * multiple times in one frame for lighting, shadowing, reflections, etc.
6470 void R_AnimCache_Free(void)
6474 void R_AnimCache_ClearCache(void)
6477 entity_render_t *ent;
6479 for (i = 0;i < r_refdef.scene.numentities;i++)
6481 ent = r_refdef.scene.entities[i];
6482 ent->animcache_vertex3f = NULL;
6483 ent->animcache_normal3f = NULL;
6484 ent->animcache_svector3f = NULL;
6485 ent->animcache_tvector3f = NULL;
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6491 dp_model_t *model = ent->model;
6493 // see if it's already cached this frame
6494 if (ent->animcache_vertex3f)
6496 // add normals/tangents if needed
6497 if (wantnormals || wanttangents)
6499 if (ent->animcache_normal3f)
6500 wantnormals = false;
6501 if (ent->animcache_svector3f)
6502 wanttangents = false;
6503 if (wantnormals || wanttangents)
6505 numvertices = model->surfmesh.num_vertices;
6507 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6510 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6513 if (!r_framedata_failed)
6514 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6520 // see if this ent is worth caching
6521 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6523 // get some memory for this entity and generate mesh data
6524 numvertices = model->surfmesh.num_vertices;
6525 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6527 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6530 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6533 if (!r_framedata_failed)
6534 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6536 return !r_framedata_failed;
6539 void R_AnimCache_CacheVisibleEntities(void)
6542 qboolean wantnormals = !r_showsurfaces.integer;
6543 qboolean wanttangents = !r_showsurfaces.integer;
6545 switch(vid.renderpath)
6547 case RENDERPATH_GL20:
6548 case RENDERPATH_CGGL:
6550 case RENDERPATH_GL13:
6551 case RENDERPATH_GL11:
6552 wanttangents = false;
6556 // TODO: thread this
6557 // NOTE: R_PrepareRTLights() also caches entities
6559 for (i = 0;i < r_refdef.scene.numentities;i++)
6560 if (r_refdef.viewcache.entityvisible[i])
6561 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6563 if (r_shadows.integer)
6564 for (i = 0;i < r_refdef.scene.numentities;i++)
6565 if (!r_refdef.viewcache.entityvisible[i])
6566 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6569 //==================================================================================
6571 static void R_View_UpdateEntityLighting (void)
6574 entity_render_t *ent;
6575 vec3_t tempdiffusenormal, avg;
6576 vec_t f, fa, fd, fdd;
6578 for (i = 0;i < r_refdef.scene.numentities;i++)
6580 ent = r_refdef.scene.entities[i];
6582 // skip unseen models
6583 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6587 if (ent->model && ent->model->brush.num_leafs)
6589 // TODO: use modellight for r_ambient settings on world?
6590 VectorSet(ent->modellight_ambient, 0, 0, 0);
6591 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6596 // fetch the lighting from the worldmodel data
6597 VectorClear(ent->modellight_ambient);
6598 VectorClear(ent->modellight_diffuse);
6599 VectorClear(tempdiffusenormal);
6600 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6603 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605 if(ent->flags & RENDER_EQUALIZE)
6607 // first fix up ambient lighting...
6608 if(r_equalize_entities_minambient.value > 0)
6610 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6613 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614 if(fa < r_equalize_entities_minambient.value * fd)
6617 // fa'/fd' = minambient
6618 // fa'+0.25*fd' = fa+0.25*fd
6620 // fa' = fd' * minambient
6621 // fd'*(0.25+minambient) = fa+0.25*fd
6623 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6626 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627 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
6628 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6634 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6636 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6640 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6648 VectorSet(ent->modellight_ambient, 1, 1, 1);
6650 // move the light direction into modelspace coordinates for lighting code
6651 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652 if(VectorLength2(ent->modellight_lightdir) == 0)
6653 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654 VectorNormalize(ent->modellight_lightdir);
6658 #define MAX_LINEOFSIGHTTRACES 64
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6663 vec3_t boxmins, boxmaxs;
6666 dp_model_t *model = r_refdef.scene.worldmodel;
6668 if (!model || !model->brush.TraceLineOfSight)
6671 // expand the box a little
6672 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6679 // return true if eye is inside enlarged box
6680 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6684 VectorCopy(eye, start);
6685 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6686 if (model->brush.TraceLineOfSight(model, start, end))
6689 // try various random positions
6690 for (i = 0;i < numsamples;i++)
6692 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6693 if (model->brush.TraceLineOfSight(model, start, end))
6701 static void R_View_UpdateEntityVisible (void)
6706 entity_render_t *ent;
6708 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6709 if (!r_drawviewmodel.integer)
6710 renderimask |= RENDER_VIEWMODEL;
6711 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6713 // worldmodel can check visibility
6714 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6715 for (i = 0;i < r_refdef.scene.numentities;i++)
6717 ent = r_refdef.scene.entities[i];
6718 if (!(ent->flags & renderimask))
6719 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)))
6720 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))
6721 r_refdef.viewcache.entityvisible[i] = true;
6723 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6725 for (i = 0;i < r_refdef.scene.numentities;i++)
6727 ent = r_refdef.scene.entities[i];
6728 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6730 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6732 continue; // temp entities do pvs only
6733 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6734 ent->last_trace_visibility = realtime;
6735 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6736 r_refdef.viewcache.entityvisible[i] = 0;
6743 // no worldmodel or it can't check visibility
6744 for (i = 0;i < r_refdef.scene.numentities;i++)
6746 ent = r_refdef.scene.entities[i];
6747 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));
6752 /// only used if skyrendermasked, and normally returns false
6753 int R_DrawBrushModelsSky (void)
6756 entity_render_t *ent;
6759 for (i = 0;i < r_refdef.scene.numentities;i++)
6761 if (!r_refdef.viewcache.entityvisible[i])
6763 ent = r_refdef.scene.entities[i];
6764 if (!ent->model || !ent->model->DrawSky)
6766 ent->model->DrawSky(ent);
6772 static void R_DrawNoModel(entity_render_t *ent);
6773 static void R_DrawModels(void)
6776 entity_render_t *ent;
6778 for (i = 0;i < r_refdef.scene.numentities;i++)
6780 if (!r_refdef.viewcache.entityvisible[i])
6782 ent = r_refdef.scene.entities[i];
6783 r_refdef.stats.entities++;
6784 if (ent->model && ent->model->Draw != NULL)
6785 ent->model->Draw(ent);
6791 static void R_DrawModelsDepth(void)
6794 entity_render_t *ent;
6796 for (i = 0;i < r_refdef.scene.numentities;i++)
6798 if (!r_refdef.viewcache.entityvisible[i])
6800 ent = r_refdef.scene.entities[i];
6801 if (ent->model && ent->model->DrawDepth != NULL)
6802 ent->model->DrawDepth(ent);
6806 static void R_DrawModelsDebug(void)
6809 entity_render_t *ent;
6811 for (i = 0;i < r_refdef.scene.numentities;i++)
6813 if (!r_refdef.viewcache.entityvisible[i])
6815 ent = r_refdef.scene.entities[i];
6816 if (ent->model && ent->model->DrawDebug != NULL)
6817 ent->model->DrawDebug(ent);
6821 static void R_DrawModelsAddWaterPlanes(void)
6824 entity_render_t *ent;
6826 for (i = 0;i < r_refdef.scene.numentities;i++)
6828 if (!r_refdef.viewcache.entityvisible[i])
6830 ent = r_refdef.scene.entities[i];
6831 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6832 ent->model->DrawAddWaterPlanes(ent);
6836 static void R_View_SetFrustum(void)
6839 double slopex, slopey;
6840 vec3_t forward, left, up, origin;
6842 // we can't trust r_refdef.view.forward and friends in reflected scenes
6843 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6846 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6847 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6848 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6849 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6850 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6851 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6852 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6853 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6854 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6855 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6856 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6857 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6861 zNear = r_refdef.nearclip;
6862 nudge = 1.0 - 1.0 / (1<<23);
6863 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6864 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6865 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6866 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6867 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6868 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6869 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6870 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6876 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6877 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6878 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6879 r_refdef.view.frustum[0].dist = m[15] - m[12];
6881 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6882 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6883 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6884 r_refdef.view.frustum[1].dist = m[15] + m[12];
6886 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6887 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6888 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6889 r_refdef.view.frustum[2].dist = m[15] - m[13];
6891 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6892 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6893 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6894 r_refdef.view.frustum[3].dist = m[15] + m[13];
6896 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6897 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6898 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6899 r_refdef.view.frustum[4].dist = m[15] - m[14];
6901 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6902 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6903 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6904 r_refdef.view.frustum[5].dist = m[15] + m[14];
6907 if (r_refdef.view.useperspective)
6909 slopex = 1.0 / r_refdef.view.frustum_x;
6910 slopey = 1.0 / r_refdef.view.frustum_y;
6911 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6912 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6913 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6914 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6915 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6917 // Leaving those out was a mistake, those were in the old code, and they
6918 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6919 // I couldn't reproduce it after adding those normalizations. --blub
6920 VectorNormalize(r_refdef.view.frustum[0].normal);
6921 VectorNormalize(r_refdef.view.frustum[1].normal);
6922 VectorNormalize(r_refdef.view.frustum[2].normal);
6923 VectorNormalize(r_refdef.view.frustum[3].normal);
6925 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6926 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]);
6927 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]);
6928 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]);
6929 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]);
6931 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6932 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6933 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6934 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6935 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6939 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6940 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6941 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6942 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6943 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6944 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6945 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6946 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6947 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6948 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6950 r_refdef.view.numfrustumplanes = 5;
6952 if (r_refdef.view.useclipplane)
6954 r_refdef.view.numfrustumplanes = 6;
6955 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6958 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6959 PlaneClassify(r_refdef.view.frustum + i);
6961 // LordHavoc: note to all quake engine coders, Quake had a special case
6962 // for 90 degrees which assumed a square view (wrong), so I removed it,
6963 // Quake2 has it disabled as well.
6965 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6966 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6967 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6968 //PlaneClassify(&frustum[0]);
6970 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6971 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6972 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6973 //PlaneClassify(&frustum[1]);
6975 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6976 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6977 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6978 //PlaneClassify(&frustum[2]);
6980 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6981 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6982 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6983 //PlaneClassify(&frustum[3]);
6986 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6987 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6988 //PlaneClassify(&frustum[4]);
6991 void R_View_Update(void)
6993 R_Main_ResizeViewCache();
6994 R_View_SetFrustum();
6995 R_View_WorldVisibility(r_refdef.view.useclipplane);
6996 R_View_UpdateEntityVisible();
6997 R_View_UpdateEntityLighting();
7000 void R_SetupView(qboolean allowwaterclippingplane)
7002 const float *customclipplane = NULL;
7004 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7006 // LordHavoc: couldn't figure out how to make this approach the
7007 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7008 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7009 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7010 dist = r_refdef.view.clipplane.dist;
7011 plane[0] = r_refdef.view.clipplane.normal[0];
7012 plane[1] = r_refdef.view.clipplane.normal[1];
7013 plane[2] = r_refdef.view.clipplane.normal[2];
7015 customclipplane = plane;
7018 if (!r_refdef.view.useperspective)
7019 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);
7020 else if (vid.stencil && r_useinfinitefarclip.integer)
7021 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);
7023 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);
7024 R_SetViewport(&r_refdef.view.viewport);
7027 void R_EntityMatrix(const matrix4x4_t *matrix)
7029 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7031 gl_modelmatrixchanged = false;
7032 gl_modelmatrix = *matrix;
7033 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7034 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7035 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7036 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7038 switch(vid.renderpath)
7040 case RENDERPATH_GL20:
7041 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7042 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7043 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7045 case RENDERPATH_CGGL:
7048 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7049 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7050 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7053 case RENDERPATH_GL13:
7054 case RENDERPATH_GL11:
7055 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7061 void R_ResetViewRendering2D(void)
7063 r_viewport_t viewport;
7066 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7067 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);
7068 R_SetViewport(&viewport);
7069 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7070 GL_Color(1, 1, 1, 1);
7071 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7072 GL_BlendFunc(GL_ONE, GL_ZERO);
7073 GL_AlphaTest(false);
7074 GL_ScissorTest(false);
7075 GL_DepthMask(false);
7076 GL_DepthRange(0, 1);
7077 GL_DepthTest(false);
7078 R_EntityMatrix(&identitymatrix);
7079 R_Mesh_ResetTextureState();
7080 GL_PolygonOffset(0, 0);
7081 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7082 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7083 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7084 qglStencilMask(~0);CHECKGLERROR
7085 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7086 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7087 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7090 void R_ResetViewRendering3D(void)
7095 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7096 GL_Color(1, 1, 1, 1);
7097 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7098 GL_BlendFunc(GL_ONE, GL_ZERO);
7099 GL_AlphaTest(false);
7100 GL_ScissorTest(true);
7102 GL_DepthRange(0, 1);
7104 R_EntityMatrix(&identitymatrix);
7105 R_Mesh_ResetTextureState();
7106 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7107 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7108 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7109 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7110 qglStencilMask(~0);CHECKGLERROR
7111 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7112 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7113 GL_CullFace(r_refdef.view.cullface_back);
7116 void R_RenderScene(void);
7117 void R_RenderWaterPlanes(void);
7119 static void R_Water_StartFrame(void)
7122 int waterwidth, waterheight, texturewidth, textureheight;
7123 r_waterstate_waterplane_t *p;
7125 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7128 switch(vid.renderpath)
7130 case RENDERPATH_GL20:
7131 case RENDERPATH_CGGL:
7133 case RENDERPATH_GL13:
7134 case RENDERPATH_GL11:
7138 // set waterwidth and waterheight to the water resolution that will be
7139 // used (often less than the screen resolution for faster rendering)
7140 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7141 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7143 // calculate desired texture sizes
7144 // can't use water if the card does not support the texture size
7145 if (!r_water.integer || r_showsurfaces.integer)
7146 texturewidth = textureheight = waterwidth = waterheight = 0;
7147 else if (vid.support.arb_texture_non_power_of_two)
7149 texturewidth = waterwidth;
7150 textureheight = waterheight;
7154 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7155 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7158 // allocate textures as needed
7159 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7161 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7162 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7164 if (p->texture_refraction)
7165 R_FreeTexture(p->texture_refraction);
7166 p->texture_refraction = NULL;
7167 if (p->texture_reflection)
7168 R_FreeTexture(p->texture_reflection);
7169 p->texture_reflection = NULL;
7171 memset(&r_waterstate, 0, sizeof(r_waterstate));
7172 r_waterstate.texturewidth = texturewidth;
7173 r_waterstate.textureheight = textureheight;
7176 if (r_waterstate.texturewidth)
7178 r_waterstate.enabled = true;
7180 // when doing a reduced render (HDR) we want to use a smaller area
7181 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7182 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7184 // set up variables that will be used in shader setup
7185 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7186 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7187 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7188 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7191 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7192 r_waterstate.numwaterplanes = 0;
7195 void R_Water_AddWaterPlane(msurface_t *surface)
7197 int triangleindex, planeindex;
7203 r_waterstate_waterplane_t *p;
7204 texture_t *t = R_GetCurrentTexture(surface->texture);
7205 // just use the first triangle with a valid normal for any decisions
7206 VectorClear(normal);
7207 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7209 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7210 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7211 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7212 TriangleNormal(vert[0], vert[1], vert[2], normal);
7213 if (VectorLength2(normal) >= 0.001)
7217 VectorCopy(normal, plane.normal);
7218 VectorNormalize(plane.normal);
7219 plane.dist = DotProduct(vert[0], plane.normal);
7220 PlaneClassify(&plane);
7221 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7223 // skip backfaces (except if nocullface is set)
7224 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7226 VectorNegate(plane.normal, plane.normal);
7228 PlaneClassify(&plane);
7232 // find a matching plane if there is one
7233 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7234 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7236 if (planeindex >= r_waterstate.maxwaterplanes)
7237 return; // nothing we can do, out of planes
7239 // if this triangle does not fit any known plane rendered this frame, add one
7240 if (planeindex >= r_waterstate.numwaterplanes)
7242 // store the new plane
7243 r_waterstate.numwaterplanes++;
7245 // clear materialflags and pvs
7246 p->materialflags = 0;
7247 p->pvsvalid = false;
7249 // merge this surface's materialflags into the waterplane
7250 p->materialflags |= t->currentmaterialflags;
7251 // merge this surface's PVS into the waterplane
7252 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7253 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7254 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7256 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7261 static void R_Water_ProcessPlanes(void)
7263 r_refdef_view_t originalview;
7264 r_refdef_view_t myview;
7266 r_waterstate_waterplane_t *p;
7268 originalview = r_refdef.view;
7270 // make sure enough textures are allocated
7271 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7273 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7275 if (!p->texture_refraction)
7276 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);
7277 if (!p->texture_refraction)
7281 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7283 if (!p->texture_reflection)
7284 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);
7285 if (!p->texture_reflection)
7291 r_refdef.view = originalview;
7292 r_refdef.view.showdebug = false;
7293 r_refdef.view.width = r_waterstate.waterwidth;
7294 r_refdef.view.height = r_waterstate.waterheight;
7295 r_refdef.view.useclipplane = true;
7296 myview = r_refdef.view;
7297 r_waterstate.renderingscene = true;
7298 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7300 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7302 r_refdef.view = myview;
7303 // render reflected scene and copy into texture
7304 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7305 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7306 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7307 r_refdef.view.clipplane = p->plane;
7308 // reverse the cullface settings for this render
7309 r_refdef.view.cullface_front = GL_FRONT;
7310 r_refdef.view.cullface_back = GL_BACK;
7311 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7313 r_refdef.view.usecustompvs = true;
7315 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7317 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7320 R_ResetViewRendering3D();
7321 R_ClearScreen(r_refdef.fogenabled);
7325 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);
7328 // render the normal view scene and copy into texture
7329 // (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)
7330 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7332 r_refdef.view = myview;
7333 r_refdef.view.clipplane = p->plane;
7334 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7335 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7336 PlaneClassify(&r_refdef.view.clipplane);
7338 R_ResetViewRendering3D();
7339 R_ClearScreen(r_refdef.fogenabled);
7343 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);
7347 r_waterstate.renderingscene = false;
7348 r_refdef.view = originalview;
7349 R_ResetViewRendering3D();
7350 R_ClearScreen(r_refdef.fogenabled);
7354 r_refdef.view = originalview;
7355 r_waterstate.renderingscene = false;
7356 Cvar_SetValueQuick(&r_water, 0);
7357 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7361 void R_Bloom_StartFrame(void)
7363 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7365 switch(vid.renderpath)
7367 case RENDERPATH_GL20:
7368 case RENDERPATH_CGGL:
7370 case RENDERPATH_GL13:
7371 case RENDERPATH_GL11:
7375 // set bloomwidth and bloomheight to the bloom resolution that will be
7376 // used (often less than the screen resolution for faster rendering)
7377 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7378 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7379 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7380 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7381 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7383 // calculate desired texture sizes
7384 if (vid.support.arb_texture_non_power_of_two)
7386 screentexturewidth = r_refdef.view.width;
7387 screentextureheight = r_refdef.view.height;
7388 bloomtexturewidth = r_bloomstate.bloomwidth;
7389 bloomtextureheight = r_bloomstate.bloomheight;
7393 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7394 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7395 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7396 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7399 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))
7401 Cvar_SetValueQuick(&r_hdr, 0);
7402 Cvar_SetValueQuick(&r_bloom, 0);
7403 Cvar_SetValueQuick(&r_motionblur, 0);
7404 Cvar_SetValueQuick(&r_damageblur, 0);
7407 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)))
7408 screentexturewidth = screentextureheight = 0;
7409 if (!r_hdr.integer && !r_bloom.integer)
7410 bloomtexturewidth = bloomtextureheight = 0;
7412 // allocate textures as needed
7413 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7415 if (r_bloomstate.texture_screen)
7416 R_FreeTexture(r_bloomstate.texture_screen);
7417 r_bloomstate.texture_screen = NULL;
7418 r_bloomstate.screentexturewidth = screentexturewidth;
7419 r_bloomstate.screentextureheight = screentextureheight;
7420 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7421 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7423 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7425 if (r_bloomstate.texture_bloom)
7426 R_FreeTexture(r_bloomstate.texture_bloom);
7427 r_bloomstate.texture_bloom = NULL;
7428 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7429 r_bloomstate.bloomtextureheight = bloomtextureheight;
7430 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7431 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7434 // when doing a reduced render (HDR) we want to use a smaller area
7435 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7436 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7437 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7438 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7439 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7441 // set up a texcoord array for the full resolution screen image
7442 // (we have to keep this around to copy back during final render)
7443 r_bloomstate.screentexcoord2f[0] = 0;
7444 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7445 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7446 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7447 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7448 r_bloomstate.screentexcoord2f[5] = 0;
7449 r_bloomstate.screentexcoord2f[6] = 0;
7450 r_bloomstate.screentexcoord2f[7] = 0;
7452 // set up a texcoord array for the reduced resolution bloom image
7453 // (which will be additive blended over the screen image)
7454 r_bloomstate.bloomtexcoord2f[0] = 0;
7455 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7456 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7457 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7458 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7459 r_bloomstate.bloomtexcoord2f[5] = 0;
7460 r_bloomstate.bloomtexcoord2f[6] = 0;
7461 r_bloomstate.bloomtexcoord2f[7] = 0;
7463 if (r_hdr.integer || r_bloom.integer)
7465 r_bloomstate.enabled = true;
7466 r_bloomstate.hdr = r_hdr.integer != 0;
7469 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);
7472 void R_Bloom_CopyBloomTexture(float colorscale)
7474 r_refdef.stats.bloom++;
7476 // scale down screen texture to the bloom texture size
7478 R_SetViewport(&r_bloomstate.viewport);
7479 GL_BlendFunc(GL_ONE, GL_ZERO);
7480 GL_Color(colorscale, colorscale, colorscale, 1);
7481 // TODO: optimize with multitexture or GLSL
7482 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7483 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7484 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7485 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7487 // we now have a bloom image in the framebuffer
7488 // copy it into the bloom image texture for later processing
7489 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);
7490 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7493 void R_Bloom_CopyHDRTexture(void)
7495 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);
7496 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7499 void R_Bloom_MakeTexture(void)
7502 float xoffset, yoffset, r, brighten;
7504 r_refdef.stats.bloom++;
7506 R_ResetViewRendering2D();
7507 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7508 R_Mesh_ColorPointer(NULL, 0, 0);
7510 // we have a bloom image in the framebuffer
7512 R_SetViewport(&r_bloomstate.viewport);
7514 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7517 r = bound(0, r_bloom_colorexponent.value / x, 1);
7518 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7519 GL_Color(r, r, r, 1);
7520 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7521 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7522 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7523 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7525 // copy the vertically blurred bloom view to a texture
7526 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);
7527 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7530 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7531 brighten = r_bloom_brighten.value;
7533 brighten *= r_hdr_range.value;
7534 brighten = sqrt(brighten);
7536 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7537 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7538 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7540 for (dir = 0;dir < 2;dir++)
7542 // blend on at multiple vertical offsets to achieve a vertical blur
7543 // TODO: do offset blends using GLSL
7544 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7545 GL_BlendFunc(GL_ONE, GL_ZERO);
7546 for (x = -range;x <= range;x++)
7548 if (!dir){xoffset = 0;yoffset = x;}
7549 else {xoffset = x;yoffset = 0;}
7550 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7551 yoffset /= (float)r_bloomstate.bloomtextureheight;
7552 // compute a texcoord array with the specified x and y offset
7553 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7554 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7555 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7556 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7557 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7558 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7559 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7560 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7561 // this r value looks like a 'dot' particle, fading sharply to
7562 // black at the edges
7563 // (probably not realistic but looks good enough)
7564 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7565 //r = brighten/(range*2+1);
7566 r = brighten / (range * 2 + 1);
7568 r *= (1 - x*x/(float)(range*range));
7569 GL_Color(r, r, r, 1);
7570 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7571 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7572 GL_BlendFunc(GL_ONE, GL_ONE);
7575 // copy the vertically blurred bloom view to a texture
7576 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);
7577 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7580 // apply subtract last
7581 // (just like it would be in a GLSL shader)
7582 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7584 GL_BlendFunc(GL_ONE, GL_ZERO);
7585 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7586 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7587 GL_Color(1, 1, 1, 1);
7588 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7589 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7591 GL_BlendFunc(GL_ONE, GL_ONE);
7592 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7593 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7594 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7595 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7596 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7597 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7598 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7600 // copy the darkened bloom view to a texture
7601 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);
7602 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7606 void R_HDR_RenderBloomTexture(void)
7608 int oldwidth, oldheight;
7609 float oldcolorscale;
7611 oldcolorscale = r_refdef.view.colorscale;
7612 oldwidth = r_refdef.view.width;
7613 oldheight = r_refdef.view.height;
7614 r_refdef.view.width = r_bloomstate.bloomwidth;
7615 r_refdef.view.height = r_bloomstate.bloomheight;
7617 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7618 // TODO: add exposure compensation features
7619 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7621 r_refdef.view.showdebug = false;
7622 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7624 R_ResetViewRendering3D();
7626 R_ClearScreen(r_refdef.fogenabled);
7627 if (r_timereport_active)
7628 R_TimeReport("HDRclear");
7631 if (r_timereport_active)
7632 R_TimeReport("visibility");
7634 // only do secondary renders with HDR if r_hdr is 2 or higher
7635 r_waterstate.numwaterplanes = 0;
7636 if (r_waterstate.enabled && r_hdr.integer >= 2)
7637 R_RenderWaterPlanes();
7639 r_refdef.view.showdebug = true;
7641 r_waterstate.numwaterplanes = 0;
7643 R_ResetViewRendering2D();
7645 R_Bloom_CopyHDRTexture();
7646 R_Bloom_MakeTexture();
7648 // restore the view settings
7649 r_refdef.view.width = oldwidth;
7650 r_refdef.view.height = oldheight;
7651 r_refdef.view.colorscale = oldcolorscale;
7653 R_ResetViewRendering3D();
7655 R_ClearScreen(r_refdef.fogenabled);
7656 if (r_timereport_active)
7657 R_TimeReport("viewclear");
7660 static void R_BlendView(void)
7662 unsigned int permutation;
7663 float uservecs[4][4];
7665 switch (vid.renderpath)
7667 case RENDERPATH_GL20:
7668 case RENDERPATH_CGGL:
7670 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7671 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7672 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7673 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7674 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7676 if (r_bloomstate.texture_screen)
7678 // make sure the buffer is available
7679 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7681 R_ResetViewRendering2D();
7682 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7683 R_Mesh_ColorPointer(NULL, 0, 0);
7685 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7687 // declare variables
7689 static float avgspeed;
7691 speed = VectorLength(cl.movement_velocity);
7693 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7694 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7696 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7697 speed = bound(0, speed, 1);
7698 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7700 // calculate values into a standard alpha
7701 cl.motionbluralpha = 1 - exp(-
7703 (r_motionblur.value * speed / 80)
7705 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7708 max(0.0001, cl.time - cl.oldtime) // fps independent
7711 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7712 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7714 if (cl.motionbluralpha > 0)
7716 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7717 GL_Color(1, 1, 1, cl.motionbluralpha);
7718 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7719 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7720 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7721 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7725 // copy view into the screen texture
7726 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);
7727 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7729 else if (!r_bloomstate.texture_bloom)
7731 // we may still have to do view tint...
7732 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7734 // apply a color tint to the whole view
7735 R_ResetViewRendering2D();
7736 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7737 R_Mesh_ColorPointer(NULL, 0, 0);
7738 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7739 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7740 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7741 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7743 break; // no screen processing, no bloom, skip it
7746 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7748 // render simple bloom effect
7749 // copy the screen and shrink it and darken it for the bloom process
7750 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7751 // make the bloom texture
7752 R_Bloom_MakeTexture();
7755 #if _MSC_VER >= 1400
7756 #define sscanf sscanf_s
7758 memset(uservecs, 0, sizeof(uservecs));
7759 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7760 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7761 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7762 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7764 R_ResetViewRendering2D();
7765 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7766 R_Mesh_ColorPointer(NULL, 0, 0);
7767 GL_Color(1, 1, 1, 1);
7768 GL_BlendFunc(GL_ONE, GL_ZERO);
7769 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7770 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7772 switch(vid.renderpath)
7774 case RENDERPATH_GL20:
7775 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7776 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7777 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7778 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7779 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]);
7780 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7781 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7782 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]);
7783 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]);
7784 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]);
7785 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]);
7786 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7787 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7789 case RENDERPATH_CGGL:
7791 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7792 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7793 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7794 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7795 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
7796 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7797 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7798 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
7799 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
7800 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
7801 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
7802 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7803 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7809 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7810 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7812 case RENDERPATH_GL13:
7813 case RENDERPATH_GL11:
7814 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7816 // apply a color tint to the whole view
7817 R_ResetViewRendering2D();
7818 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7819 R_Mesh_ColorPointer(NULL, 0, 0);
7820 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7822 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7823 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7829 matrix4x4_t r_waterscrollmatrix;
7831 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7833 if (r_refdef.fog_density)
7835 r_refdef.fogcolor[0] = r_refdef.fog_red;
7836 r_refdef.fogcolor[1] = r_refdef.fog_green;
7837 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7839 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7840 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7841 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7842 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7846 VectorCopy(r_refdef.fogcolor, fogvec);
7847 // color.rgb *= ContrastBoost * SceneBrightness;
7848 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7849 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7850 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7851 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7856 void R_UpdateVariables(void)
7860 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7862 r_refdef.farclip = r_farclip_base.value;
7863 if (r_refdef.scene.worldmodel)
7864 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7865 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7867 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7868 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7869 r_refdef.polygonfactor = 0;
7870 r_refdef.polygonoffset = 0;
7871 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7872 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7874 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7875 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7876 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7877 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7878 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7879 if (r_showsurfaces.integer)
7881 r_refdef.scene.rtworld = false;
7882 r_refdef.scene.rtworldshadows = false;
7883 r_refdef.scene.rtdlight = false;
7884 r_refdef.scene.rtdlightshadows = false;
7885 r_refdef.lightmapintensity = 0;
7888 if (gamemode == GAME_NEHAHRA)
7890 if (gl_fogenable.integer)
7892 r_refdef.oldgl_fogenable = true;
7893 r_refdef.fog_density = gl_fogdensity.value;
7894 r_refdef.fog_red = gl_fogred.value;
7895 r_refdef.fog_green = gl_foggreen.value;
7896 r_refdef.fog_blue = gl_fogblue.value;
7897 r_refdef.fog_alpha = 1;
7898 r_refdef.fog_start = 0;
7899 r_refdef.fog_end = gl_skyclip.value;
7900 r_refdef.fog_height = 1<<30;
7901 r_refdef.fog_fadedepth = 128;
7903 else if (r_refdef.oldgl_fogenable)
7905 r_refdef.oldgl_fogenable = false;
7906 r_refdef.fog_density = 0;
7907 r_refdef.fog_red = 0;
7908 r_refdef.fog_green = 0;
7909 r_refdef.fog_blue = 0;
7910 r_refdef.fog_alpha = 0;
7911 r_refdef.fog_start = 0;
7912 r_refdef.fog_end = 0;
7913 r_refdef.fog_height = 1<<30;
7914 r_refdef.fog_fadedepth = 128;
7918 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7919 r_refdef.fog_start = max(0, r_refdef.fog_start);
7920 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7922 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7924 if (r_refdef.fog_density && r_drawfog.integer)
7926 r_refdef.fogenabled = true;
7927 // this is the point where the fog reaches 0.9986 alpha, which we
7928 // consider a good enough cutoff point for the texture
7929 // (0.9986 * 256 == 255.6)
7930 if (r_fog_exp2.integer)
7931 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7933 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7934 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7935 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7936 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7937 // fog color was already set
7938 // update the fog texture
7939 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)
7940 R_BuildFogTexture();
7943 r_refdef.fogenabled = false;
7945 switch(vid.renderpath)
7947 case RENDERPATH_GL20:
7948 case RENDERPATH_CGGL:
7949 if(v_glslgamma.integer && !vid_gammatables_trivial)
7951 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7953 // build GLSL gamma texture
7954 #define RAMPWIDTH 256
7955 unsigned short ramp[RAMPWIDTH * 3];
7956 unsigned char rampbgr[RAMPWIDTH][4];
7959 r_texture_gammaramps_serial = vid_gammatables_serial;
7961 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7962 for(i = 0; i < RAMPWIDTH; ++i)
7964 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7965 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7966 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7969 if (r_texture_gammaramps)
7971 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7975 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);
7981 // remove GLSL gamma texture
7984 case RENDERPATH_GL13:
7985 case RENDERPATH_GL11:
7990 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7991 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7997 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7998 if( scenetype != r_currentscenetype ) {
7999 // store the old scenetype
8000 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8001 r_currentscenetype = scenetype;
8002 // move in the new scene
8003 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8012 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8014 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8015 if( scenetype == r_currentscenetype ) {
8016 return &r_refdef.scene;
8018 return &r_scenes_store[ scenetype ];
8027 void R_RenderView(void)
8029 if (r_timereport_active)
8030 R_TimeReport("start");
8031 r_textureframe++; // used only by R_GetCurrentTexture
8032 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8034 if (!r_drawentities.integer)
8035 r_refdef.scene.numentities = 0;
8037 R_AnimCache_ClearCache();
8038 R_FrameData_NewFrame();
8040 if (r_refdef.view.isoverlay)
8042 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8043 GL_Clear( GL_DEPTH_BUFFER_BIT );
8044 R_TimeReport("depthclear");
8046 r_refdef.view.showdebug = false;
8048 r_waterstate.enabled = false;
8049 r_waterstate.numwaterplanes = 0;
8057 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8058 return; //Host_Error ("R_RenderView: NULL worldmodel");
8060 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8062 // break apart the view matrix into vectors for various purposes
8063 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8064 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8065 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8066 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8067 // make an inverted copy of the view matrix for tracking sprites
8068 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8070 R_Shadow_UpdateWorldLightSelection();
8072 R_Bloom_StartFrame();
8073 R_Water_StartFrame();
8076 if (r_timereport_active)
8077 R_TimeReport("viewsetup");
8079 R_ResetViewRendering3D();
8081 if (r_refdef.view.clear || r_refdef.fogenabled)
8083 R_ClearScreen(r_refdef.fogenabled);
8084 if (r_timereport_active)
8085 R_TimeReport("viewclear");
8087 r_refdef.view.clear = true;
8089 // this produces a bloom texture to be used in R_BlendView() later
8090 if (r_hdr.integer && r_bloomstate.bloomwidth)
8092 R_HDR_RenderBloomTexture();
8093 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8094 r_textureframe++; // used only by R_GetCurrentTexture
8097 r_refdef.view.showdebug = true;
8100 if (r_timereport_active)
8101 R_TimeReport("visibility");
8103 r_waterstate.numwaterplanes = 0;
8104 if (r_waterstate.enabled)
8105 R_RenderWaterPlanes();
8108 r_waterstate.numwaterplanes = 0;
8111 if (r_timereport_active)
8112 R_TimeReport("blendview");
8114 GL_Scissor(0, 0, vid.width, vid.height);
8115 GL_ScissorTest(false);
8119 void R_RenderWaterPlanes(void)
8121 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8123 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8124 if (r_timereport_active)
8125 R_TimeReport("waterworld");
8128 // don't let sound skip if going slow
8129 if (r_refdef.scene.extraupdate)
8132 R_DrawModelsAddWaterPlanes();
8133 if (r_timereport_active)
8134 R_TimeReport("watermodels");
8136 if (r_waterstate.numwaterplanes)
8138 R_Water_ProcessPlanes();
8139 if (r_timereport_active)
8140 R_TimeReport("waterscenes");
8144 extern void R_DrawLightningBeams (void);
8145 extern void VM_CL_AddPolygonsToMeshQueue (void);
8146 extern void R_DrawPortals (void);
8147 extern cvar_t cl_locs_show;
8148 static void R_DrawLocs(void);
8149 static void R_DrawEntityBBoxes(void);
8150 static void R_DrawModelDecals(void);
8151 extern cvar_t cl_decals_newsystem;
8152 extern qboolean r_shadow_usingdeferredprepass;
8153 void R_RenderScene(void)
8155 r_refdef.stats.renders++;
8159 // don't let sound skip if going slow
8160 if (r_refdef.scene.extraupdate)
8163 R_MeshQueue_BeginScene();
8167 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);
8169 if (cl.csqc_vidvars.drawworld)
8171 // don't let sound skip if going slow
8172 if (r_refdef.scene.extraupdate)
8175 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8177 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8178 if (r_timereport_active)
8179 R_TimeReport("worldsky");
8182 if (R_DrawBrushModelsSky() && r_timereport_active)
8183 R_TimeReport("bmodelsky");
8185 if (skyrendermasked && skyrenderlater)
8187 // we have to force off the water clipping plane while rendering sky
8188 qboolean save = r_refdef.view.showdebug;
8190 r_refdef.view.showdebug = false;
8192 r_refdef.view.showdebug = save;
8194 if (r_timereport_active)
8195 R_TimeReport("sky");
8199 R_AnimCache_CacheVisibleEntities();
8200 if (r_timereport_active)
8201 R_TimeReport("animation");
8203 R_Shadow_PrepareLights();
8204 if (r_timereport_active)
8205 R_TimeReport("preparelights");
8207 if (r_shadow_usingdeferredprepass)
8208 R_Shadow_DrawPrepass();
8210 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8212 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8213 if (r_timereport_active)
8214 R_TimeReport("worlddepth");
8216 if (r_depthfirst.integer >= 2)
8218 R_DrawModelsDepth();
8219 if (r_timereport_active)
8220 R_TimeReport("modeldepth");
8223 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8225 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8226 if (r_timereport_active)
8227 R_TimeReport("world");
8230 // don't let sound skip if going slow
8231 if (r_refdef.scene.extraupdate)
8235 if (r_timereport_active)
8236 R_TimeReport("models");
8238 // don't let sound skip if going slow
8239 if (r_refdef.scene.extraupdate)
8242 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8244 R_DrawModelShadows();
8245 R_ResetViewRendering3D();
8246 // don't let sound skip if going slow
8247 if (r_refdef.scene.extraupdate)
8251 if (!r_shadow_usingdeferredprepass)
8253 R_Shadow_DrawLights();
8254 if (r_timereport_active)
8255 R_TimeReport("rtlights");
8258 // don't let sound skip if going slow
8259 if (r_refdef.scene.extraupdate)
8262 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8264 R_DrawModelShadows();
8265 R_ResetViewRendering3D();
8266 // don't let sound skip if going slow
8267 if (r_refdef.scene.extraupdate)
8271 if (cl.csqc_vidvars.drawworld)
8273 if (cl_decals_newsystem.integer)
8275 R_DrawModelDecals();
8276 if (r_timereport_active)
8277 R_TimeReport("modeldecals");
8282 if (r_timereport_active)
8283 R_TimeReport("decals");
8287 if (r_timereport_active)
8288 R_TimeReport("particles");
8291 if (r_timereport_active)
8292 R_TimeReport("explosions");
8294 R_DrawLightningBeams();
8295 if (r_timereport_active)
8296 R_TimeReport("lightning");
8299 VM_CL_AddPolygonsToMeshQueue();
8301 if (r_refdef.view.showdebug)
8303 if (cl_locs_show.integer)
8306 if (r_timereport_active)
8307 R_TimeReport("showlocs");
8310 if (r_drawportals.integer)
8313 if (r_timereport_active)
8314 R_TimeReport("portals");
8317 if (r_showbboxes.value > 0)
8319 R_DrawEntityBBoxes();
8320 if (r_timereport_active)
8321 R_TimeReport("bboxes");
8325 R_MeshQueue_RenderTransparent();
8326 if (r_timereport_active)
8327 R_TimeReport("drawtrans");
8329 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))
8331 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8332 if (r_timereport_active)
8333 R_TimeReport("worlddebug");
8334 R_DrawModelsDebug();
8335 if (r_timereport_active)
8336 R_TimeReport("modeldebug");
8339 if (cl.csqc_vidvars.drawworld)
8341 R_Shadow_DrawCoronas();
8342 if (r_timereport_active)
8343 R_TimeReport("coronas");
8346 // don't let sound skip if going slow
8347 if (r_refdef.scene.extraupdate)
8350 R_ResetViewRendering2D();
8353 static const unsigned short bboxelements[36] =
8363 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8366 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8368 RSurf_ActiveWorldEntity();
8370 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8371 GL_DepthMask(false);
8372 GL_DepthRange(0, 1);
8373 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8374 R_Mesh_ResetTextureState();
8376 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8377 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8378 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8379 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8380 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8381 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8382 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8383 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8384 R_FillColors(color4f, 8, cr, cg, cb, ca);
8385 if (r_refdef.fogenabled)
8387 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8389 f1 = RSurf_FogVertex(v);
8391 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8392 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8393 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8396 R_Mesh_VertexPointer(vertex3f, 0, 0);
8397 R_Mesh_ColorPointer(color4f, 0, 0);
8398 R_Mesh_ResetTextureState();
8399 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8400 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8403 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8407 prvm_edict_t *edict;
8408 prvm_prog_t *prog_save = prog;
8410 // this function draws bounding boxes of server entities
8414 GL_CullFace(GL_NONE);
8415 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8419 for (i = 0;i < numsurfaces;i++)
8421 edict = PRVM_EDICT_NUM(surfacelist[i]);
8422 switch ((int)edict->fields.server->solid)
8424 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8425 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8426 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8427 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8428 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8429 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8431 color[3] *= r_showbboxes.value;
8432 color[3] = bound(0, color[3], 1);
8433 GL_DepthTest(!r_showdisabledepthtest.integer);
8434 GL_CullFace(r_refdef.view.cullface_front);
8435 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8441 static void R_DrawEntityBBoxes(void)
8444 prvm_edict_t *edict;
8446 prvm_prog_t *prog_save = prog;
8448 // this function draws bounding boxes of server entities
8454 for (i = 0;i < prog->num_edicts;i++)
8456 edict = PRVM_EDICT_NUM(i);
8457 if (edict->priv.server->free)
8459 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8460 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8462 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8464 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8465 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8471 static const int nomodelelement3i[24] =
8483 static const unsigned short nomodelelement3s[24] =
8495 static const float nomodelvertex3f[6*3] =
8505 static const float nomodelcolor4f[6*4] =
8507 0.0f, 0.0f, 0.5f, 1.0f,
8508 0.0f, 0.0f, 0.5f, 1.0f,
8509 0.0f, 0.5f, 0.0f, 1.0f,
8510 0.0f, 0.5f, 0.0f, 1.0f,
8511 0.5f, 0.0f, 0.0f, 1.0f,
8512 0.5f, 0.0f, 0.0f, 1.0f
8515 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8521 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);
8523 // this is only called once per entity so numsurfaces is always 1, and
8524 // surfacelist is always {0}, so this code does not handle batches
8526 if (rsurface.ent_flags & RENDER_ADDITIVE)
8528 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8529 GL_DepthMask(false);
8531 else if (rsurface.colormod[3] < 1)
8533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8534 GL_DepthMask(false);
8538 GL_BlendFunc(GL_ONE, GL_ZERO);
8541 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8542 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8543 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8544 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8545 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8546 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8547 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8548 R_Mesh_ColorPointer(color4f, 0, 0);
8549 for (i = 0, c = color4f;i < 6;i++, c += 4)
8551 c[0] *= rsurface.colormod[0];
8552 c[1] *= rsurface.colormod[1];
8553 c[2] *= rsurface.colormod[2];
8554 c[3] *= rsurface.colormod[3];
8556 if (r_refdef.fogenabled)
8558 for (i = 0, c = color4f;i < 6;i++, c += 4)
8560 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8562 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8563 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8564 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8567 R_Mesh_ResetTextureState();
8568 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8571 void R_DrawNoModel(entity_render_t *ent)
8574 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8575 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8576 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8578 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8581 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8583 vec3_t right1, right2, diff, normal;
8585 VectorSubtract (org2, org1, normal);
8587 // calculate 'right' vector for start
8588 VectorSubtract (r_refdef.view.origin, org1, diff);
8589 CrossProduct (normal, diff, right1);
8590 VectorNormalize (right1);
8592 // calculate 'right' vector for end
8593 VectorSubtract (r_refdef.view.origin, org2, diff);
8594 CrossProduct (normal, diff, right2);
8595 VectorNormalize (right2);
8597 vert[ 0] = org1[0] + width * right1[0];
8598 vert[ 1] = org1[1] + width * right1[1];
8599 vert[ 2] = org1[2] + width * right1[2];
8600 vert[ 3] = org1[0] - width * right1[0];
8601 vert[ 4] = org1[1] - width * right1[1];
8602 vert[ 5] = org1[2] - width * right1[2];
8603 vert[ 6] = org2[0] - width * right2[0];
8604 vert[ 7] = org2[1] - width * right2[1];
8605 vert[ 8] = org2[2] - width * right2[2];
8606 vert[ 9] = org2[0] + width * right2[0];
8607 vert[10] = org2[1] + width * right2[1];
8608 vert[11] = org2[2] + width * right2[2];
8611 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)
8613 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8614 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8615 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8616 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8617 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8618 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8619 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8620 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8621 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8622 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8623 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8624 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8627 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8632 VectorSet(v, x, y, z);
8633 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8634 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8636 if (i == mesh->numvertices)
8638 if (mesh->numvertices < mesh->maxvertices)
8640 VectorCopy(v, vertex3f);
8641 mesh->numvertices++;
8643 return mesh->numvertices;
8649 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8653 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8654 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8655 e = mesh->element3i + mesh->numtriangles * 3;
8656 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8658 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8659 if (mesh->numtriangles < mesh->maxtriangles)
8664 mesh->numtriangles++;
8666 element[1] = element[2];
8670 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8674 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8675 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8676 e = mesh->element3i + mesh->numtriangles * 3;
8677 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8679 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8680 if (mesh->numtriangles < mesh->maxtriangles)
8685 mesh->numtriangles++;
8687 element[1] = element[2];
8691 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8692 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8694 int planenum, planenum2;
8697 mplane_t *plane, *plane2;
8699 double temppoints[2][256*3];
8700 // figure out how large a bounding box we need to properly compute this brush
8702 for (w = 0;w < numplanes;w++)
8703 maxdist = max(maxdist, fabs(planes[w].dist));
8704 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8705 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8706 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8710 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8711 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8713 if (planenum2 == planenum)
8715 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);
8718 if (tempnumpoints < 3)
8720 // generate elements forming a triangle fan for this polygon
8721 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8725 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)
8727 texturelayer_t *layer;
8728 layer = t->currentlayers + t->currentnumlayers++;
8730 layer->depthmask = depthmask;
8731 layer->blendfunc1 = blendfunc1;
8732 layer->blendfunc2 = blendfunc2;
8733 layer->texture = texture;
8734 layer->texmatrix = *matrix;
8735 layer->color[0] = r;
8736 layer->color[1] = g;
8737 layer->color[2] = b;
8738 layer->color[3] = a;
8741 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8744 index = parms[2] + r_refdef.scene.time * parms[3];
8745 index -= floor(index);
8749 case Q3WAVEFUNC_NONE:
8750 case Q3WAVEFUNC_NOISE:
8751 case Q3WAVEFUNC_COUNT:
8754 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8755 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8756 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8757 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8758 case Q3WAVEFUNC_TRIANGLE:
8760 f = index - floor(index);
8771 return (float)(parms[0] + parms[1] * f);
8774 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8779 matrix4x4_t matrix, temp;
8780 switch(tcmod->tcmod)
8784 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8785 matrix = r_waterscrollmatrix;
8787 matrix = identitymatrix;
8789 case Q3TCMOD_ENTITYTRANSLATE:
8790 // this is used in Q3 to allow the gamecode to control texcoord
8791 // scrolling on the entity, which is not supported in darkplaces yet.
8792 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8794 case Q3TCMOD_ROTATE:
8795 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8796 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8797 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8800 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8802 case Q3TCMOD_SCROLL:
8803 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8805 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8806 w = (int) tcmod->parms[0];
8807 h = (int) tcmod->parms[1];
8808 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8810 idx = (int) floor(f * w * h);
8811 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8813 case Q3TCMOD_STRETCH:
8814 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8815 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8817 case Q3TCMOD_TRANSFORM:
8818 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8819 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8820 VectorSet(tcmat + 6, 0 , 0 , 1);
8821 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8822 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8824 case Q3TCMOD_TURBULENT:
8825 // this is handled in the RSurf_PrepareVertices function
8826 matrix = identitymatrix;
8830 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8833 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8835 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8836 char name[MAX_QPATH];
8837 skinframe_t *skinframe;
8838 unsigned char pixels[296*194];
8839 strlcpy(cache->name, skinname, sizeof(cache->name));
8840 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8841 if (developer_loading.integer)
8842 Con_Printf("loading %s\n", name);
8843 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8844 if (!skinframe || !skinframe->base)
8847 fs_offset_t filesize;
8849 f = FS_LoadFile(name, tempmempool, true, &filesize);
8852 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8853 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8857 cache->skinframe = skinframe;
8860 texture_t *R_GetCurrentTexture(texture_t *t)
8863 const entity_render_t *ent = rsurface.entity;
8864 dp_model_t *model = ent->model;
8865 q3shaderinfo_layer_tcmod_t *tcmod;
8867 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8868 return t->currentframe;
8869 t->update_lastrenderframe = r_textureframe;
8870 t->update_lastrenderentity = (void *)ent;
8872 // switch to an alternate material if this is a q1bsp animated material
8874 texture_t *texture = t;
8875 int s = rsurface.ent_skinnum;
8876 if ((unsigned int)s >= (unsigned int)model->numskins)
8878 if (model->skinscenes)
8880 if (model->skinscenes[s].framecount > 1)
8881 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8883 s = model->skinscenes[s].firstframe;
8886 t = t + s * model->num_surfaces;
8889 // use an alternate animation if the entity's frame is not 0,
8890 // and only if the texture has an alternate animation
8891 if (rsurface.ent_alttextures && t->anim_total[1])
8892 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8894 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8896 texture->currentframe = t;
8899 // update currentskinframe to be a qw skin or animation frame
8900 if (rsurface.ent_qwskin >= 0)
8902 i = rsurface.ent_qwskin;
8903 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8905 r_qwskincache_size = cl.maxclients;
8907 Mem_Free(r_qwskincache);
8908 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8910 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8911 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8912 t->currentskinframe = r_qwskincache[i].skinframe;
8913 if (t->currentskinframe == NULL)
8914 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8916 else if (t->numskinframes >= 2)
8917 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8918 if (t->backgroundnumskinframes >= 2)
8919 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8921 t->currentmaterialflags = t->basematerialflags;
8922 t->currentalpha = rsurface.colormod[3];
8923 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8924 t->currentalpha *= r_wateralpha.value;
8925 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8926 t->currentalpha *= t->r_water_wateralpha;
8927 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8928 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8929 if (!(rsurface.ent_flags & RENDER_LIGHT))
8930 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8931 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8933 // pick a model lighting mode
8934 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8935 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8937 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8939 if (rsurface.ent_flags & RENDER_ADDITIVE)
8940 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8941 else if (t->currentalpha < 1)
8942 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8943 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8944 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8945 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8946 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8947 if (t->backgroundnumskinframes)
8948 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8949 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8951 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8952 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8955 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8956 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8957 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8959 // there is no tcmod
8960 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8962 t->currenttexmatrix = r_waterscrollmatrix;
8963 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8965 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8967 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8968 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8971 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8972 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8973 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8974 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8976 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8977 if (t->currentskinframe->qpixels)
8978 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8979 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8980 if (!t->basetexture)
8981 t->basetexture = r_texture_notexture;
8982 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8983 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8984 t->nmaptexture = t->currentskinframe->nmap;
8985 if (!t->nmaptexture)
8986 t->nmaptexture = r_texture_blanknormalmap;
8987 t->glosstexture = r_texture_black;
8988 t->glowtexture = t->currentskinframe->glow;
8989 t->fogtexture = t->currentskinframe->fog;
8990 t->reflectmasktexture = t->currentskinframe->reflect;
8991 if (t->backgroundnumskinframes)
8993 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8994 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8995 t->backgroundglosstexture = r_texture_black;
8996 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8997 if (!t->backgroundnmaptexture)
8998 t->backgroundnmaptexture = r_texture_blanknormalmap;
9002 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9003 t->backgroundnmaptexture = r_texture_blanknormalmap;
9004 t->backgroundglosstexture = r_texture_black;
9005 t->backgroundglowtexture = NULL;
9007 t->specularpower = r_shadow_glossexponent.value;
9008 // TODO: store reference values for these in the texture?
9009 t->specularscale = 0;
9010 if (r_shadow_gloss.integer > 0)
9012 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9014 if (r_shadow_glossintensity.value > 0)
9016 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9017 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9018 t->specularscale = r_shadow_glossintensity.value;
9021 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9023 t->glosstexture = r_texture_white;
9024 t->backgroundglosstexture = r_texture_white;
9025 t->specularscale = r_shadow_gloss2intensity.value;
9026 t->specularpower = r_shadow_gloss2exponent.value;
9029 t->specularscale *= t->specularscalemod;
9030 t->specularpower *= t->specularpowermod;
9032 // lightmaps mode looks bad with dlights using actual texturing, so turn
9033 // off the colormap and glossmap, but leave the normalmap on as it still
9034 // accurately represents the shading involved
9035 if (gl_lightmaps.integer)
9037 t->basetexture = r_texture_grey128;
9038 t->pantstexture = r_texture_black;
9039 t->shirttexture = r_texture_black;
9040 t->nmaptexture = r_texture_blanknormalmap;
9041 t->glosstexture = r_texture_black;
9042 t->glowtexture = NULL;
9043 t->fogtexture = NULL;
9044 t->reflectmasktexture = NULL;
9045 t->backgroundbasetexture = NULL;
9046 t->backgroundnmaptexture = r_texture_blanknormalmap;
9047 t->backgroundglosstexture = r_texture_black;
9048 t->backgroundglowtexture = NULL;
9049 t->specularscale = 0;
9050 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9053 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9054 VectorClear(t->dlightcolor);
9055 t->currentnumlayers = 0;
9056 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9058 int blendfunc1, blendfunc2;
9060 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9062 blendfunc1 = GL_SRC_ALPHA;
9063 blendfunc2 = GL_ONE;
9065 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9067 blendfunc1 = GL_SRC_ALPHA;
9068 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9070 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9072 blendfunc1 = t->customblendfunc[0];
9073 blendfunc2 = t->customblendfunc[1];
9077 blendfunc1 = GL_ONE;
9078 blendfunc2 = GL_ZERO;
9080 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9081 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9083 // fullbright is not affected by r_refdef.lightmapintensity
9084 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]);
9085 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9086 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]);
9087 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9088 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]);
9092 vec3_t ambientcolor;
9094 // set the color tint used for lights affecting this surface
9095 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9097 // q3bsp has no lightmap updates, so the lightstylevalue that
9098 // would normally be baked into the lightmap must be
9099 // applied to the color
9100 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9101 if (model->type == mod_brushq3)
9102 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9103 colorscale *= r_refdef.lightmapintensity;
9104 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9105 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9106 // basic lit geometry
9107 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]);
9108 // add pants/shirt if needed
9109 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9110 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]);
9111 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9112 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]);
9113 // now add ambient passes if needed
9114 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9116 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]);
9117 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9118 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]);
9119 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9120 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]);
9123 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9124 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]);
9125 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9127 // if this is opaque use alpha blend which will darken the earlier
9130 // if this is an alpha blended material, all the earlier passes
9131 // were darkened by fog already, so we only need to add the fog
9132 // color ontop through the fog mask texture
9134 // if this is an additive blended material, all the earlier passes
9135 // were darkened by fog already, and we should not add fog color
9136 // (because the background was not darkened, there is no fog color
9137 // that was lost behind it).
9138 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]);
9142 return t->currentframe;
9145 rsurfacestate_t rsurface;
9147 void R_Mesh_ResizeArrays(int newvertices)
9150 if (rsurface.array_size >= newvertices)
9152 if (rsurface.array_modelvertex3f)
9153 Mem_Free(rsurface.array_modelvertex3f);
9154 rsurface.array_size = (newvertices + 1023) & ~1023;
9155 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9156 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9157 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9158 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9159 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9160 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9161 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9162 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9163 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9164 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9165 rsurface.array_color4f = base + rsurface.array_size * 27;
9166 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9169 void RSurf_ActiveWorldEntity(void)
9171 dp_model_t *model = r_refdef.scene.worldmodel;
9172 //if (rsurface.entity == r_refdef.scene.worldentity)
9174 rsurface.entity = r_refdef.scene.worldentity;
9175 rsurface.skeleton = NULL;
9176 rsurface.ent_skinnum = 0;
9177 rsurface.ent_qwskin = -1;
9178 rsurface.ent_shadertime = 0;
9179 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9180 if (rsurface.array_size < model->surfmesh.num_vertices)
9181 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9182 rsurface.matrix = identitymatrix;
9183 rsurface.inversematrix = identitymatrix;
9184 rsurface.matrixscale = 1;
9185 rsurface.inversematrixscale = 1;
9186 R_EntityMatrix(&identitymatrix);
9187 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9188 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9189 rsurface.fograngerecip = r_refdef.fograngerecip;
9190 rsurface.fogheightfade = r_refdef.fogheightfade;
9191 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9192 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9193 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9194 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9195 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9196 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9197 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9198 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9199 rsurface.colormod[3] = 1;
9200 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);
9201 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9202 rsurface.frameblend[0].lerp = 1;
9203 rsurface.ent_alttextures = false;
9204 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9205 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9206 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9207 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9208 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9209 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9210 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9211 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9212 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9213 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9214 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9215 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9216 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9217 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9218 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9219 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9220 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9221 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9222 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9223 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9224 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9225 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9226 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9227 rsurface.modelelement3i = model->surfmesh.data_element3i;
9228 rsurface.modelelement3s = model->surfmesh.data_element3s;
9229 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9230 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9231 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9232 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9233 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9234 rsurface.modelsurfaces = model->data_surfaces;
9235 rsurface.generatedvertex = false;
9236 rsurface.vertex3f = rsurface.modelvertex3f;
9237 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9238 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9239 rsurface.svector3f = rsurface.modelsvector3f;
9240 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9241 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9242 rsurface.tvector3f = rsurface.modeltvector3f;
9243 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9244 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9245 rsurface.normal3f = rsurface.modelnormal3f;
9246 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9247 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9248 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9251 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9253 dp_model_t *model = ent->model;
9254 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9256 rsurface.entity = (entity_render_t *)ent;
9257 rsurface.skeleton = ent->skeleton;
9258 rsurface.ent_skinnum = ent->skinnum;
9259 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;
9260 rsurface.ent_shadertime = ent->shadertime;
9261 rsurface.ent_flags = ent->flags;
9262 if (rsurface.array_size < model->surfmesh.num_vertices)
9263 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9264 rsurface.matrix = ent->matrix;
9265 rsurface.inversematrix = ent->inversematrix;
9266 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9267 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9268 R_EntityMatrix(&rsurface.matrix);
9269 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9270 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9271 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9272 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9273 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9274 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9275 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9276 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9277 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9278 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9279 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9280 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9281 rsurface.colormod[3] = ent->alpha;
9282 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9283 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9284 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9285 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9286 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9287 if (ent->model->brush.submodel && !prepass)
9289 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9290 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9292 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9294 if (ent->animcache_vertex3f && !r_framedata_failed)
9296 rsurface.modelvertex3f = ent->animcache_vertex3f;
9297 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9298 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9299 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9301 else if (wanttangents)
9303 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9304 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9305 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9306 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9307 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9309 else if (wantnormals)
9311 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9312 rsurface.modelsvector3f = NULL;
9313 rsurface.modeltvector3f = NULL;
9314 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9315 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9319 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9320 rsurface.modelsvector3f = NULL;
9321 rsurface.modeltvector3f = NULL;
9322 rsurface.modelnormal3f = NULL;
9323 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9325 rsurface.modelvertex3f_bufferobject = 0;
9326 rsurface.modelvertex3f_bufferoffset = 0;
9327 rsurface.modelsvector3f_bufferobject = 0;
9328 rsurface.modelsvector3f_bufferoffset = 0;
9329 rsurface.modeltvector3f_bufferobject = 0;
9330 rsurface.modeltvector3f_bufferoffset = 0;
9331 rsurface.modelnormal3f_bufferobject = 0;
9332 rsurface.modelnormal3f_bufferoffset = 0;
9333 rsurface.generatedvertex = true;
9337 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9338 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9339 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9340 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9341 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9342 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9343 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9344 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9345 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9346 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9347 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9348 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9349 rsurface.generatedvertex = false;
9351 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9352 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9353 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9354 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9355 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9356 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9357 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9358 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9359 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9360 rsurface.modelelement3i = model->surfmesh.data_element3i;
9361 rsurface.modelelement3s = model->surfmesh.data_element3s;
9362 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9363 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9364 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9365 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9366 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9367 rsurface.modelsurfaces = model->data_surfaces;
9368 rsurface.vertex3f = rsurface.modelvertex3f;
9369 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9370 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9371 rsurface.svector3f = rsurface.modelsvector3f;
9372 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9373 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9374 rsurface.tvector3f = rsurface.modeltvector3f;
9375 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9376 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9377 rsurface.normal3f = rsurface.modelnormal3f;
9378 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9379 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9380 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9383 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)
9385 rsurface.entity = r_refdef.scene.worldentity;
9386 rsurface.skeleton = NULL;
9387 rsurface.ent_skinnum = 0;
9388 rsurface.ent_qwskin = -1;
9389 rsurface.ent_shadertime = shadertime;
9390 rsurface.ent_flags = entflags;
9391 rsurface.modelnum_vertices = numvertices;
9392 rsurface.modelnum_triangles = numtriangles;
9393 if (rsurface.array_size < rsurface.modelnum_vertices)
9394 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9395 rsurface.matrix = *matrix;
9396 rsurface.inversematrix = *inversematrix;
9397 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9398 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9399 R_EntityMatrix(&rsurface.matrix);
9400 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9401 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9402 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9403 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9404 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9405 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9406 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9407 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9408 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9409 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9410 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9411 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9412 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);
9413 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9414 rsurface.frameblend[0].lerp = 1;
9415 rsurface.ent_alttextures = false;
9416 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9417 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9420 rsurface.modelvertex3f = vertex3f;
9421 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9422 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9423 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9425 else if (wantnormals)
9427 rsurface.modelvertex3f = vertex3f;
9428 rsurface.modelsvector3f = NULL;
9429 rsurface.modeltvector3f = NULL;
9430 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9434 rsurface.modelvertex3f = vertex3f;
9435 rsurface.modelsvector3f = NULL;
9436 rsurface.modeltvector3f = NULL;
9437 rsurface.modelnormal3f = NULL;
9439 rsurface.modelvertex3f_bufferobject = 0;
9440 rsurface.modelvertex3f_bufferoffset = 0;
9441 rsurface.modelsvector3f_bufferobject = 0;
9442 rsurface.modelsvector3f_bufferoffset = 0;
9443 rsurface.modeltvector3f_bufferobject = 0;
9444 rsurface.modeltvector3f_bufferoffset = 0;
9445 rsurface.modelnormal3f_bufferobject = 0;
9446 rsurface.modelnormal3f_bufferoffset = 0;
9447 rsurface.generatedvertex = true;
9448 rsurface.modellightmapcolor4f = color4f;
9449 rsurface.modellightmapcolor4f_bufferobject = 0;
9450 rsurface.modellightmapcolor4f_bufferoffset = 0;
9451 rsurface.modeltexcoordtexture2f = texcoord2f;
9452 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9453 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9454 rsurface.modeltexcoordlightmap2f = NULL;
9455 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9456 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9457 rsurface.modelelement3i = element3i;
9458 rsurface.modelelement3s = element3s;
9459 rsurface.modelelement3i_bufferobject = 0;
9460 rsurface.modelelement3s_bufferobject = 0;
9461 rsurface.modellightmapoffsets = NULL;
9462 rsurface.modelsurfaces = NULL;
9463 rsurface.vertex3f = rsurface.modelvertex3f;
9464 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9465 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9466 rsurface.svector3f = rsurface.modelsvector3f;
9467 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9468 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9469 rsurface.tvector3f = rsurface.modeltvector3f;
9470 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9471 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9472 rsurface.normal3f = rsurface.modelnormal3f;
9473 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9474 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9475 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9477 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9479 if ((wantnormals || wanttangents) && !normal3f)
9480 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9481 if (wanttangents && !svector3f)
9482 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9486 float RSurf_FogPoint(const float *v)
9488 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9489 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9490 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9491 float FogHeightFade = r_refdef.fogheightfade;
9493 unsigned int fogmasktableindex;
9494 if (r_refdef.fogplaneviewabove)
9495 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9497 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9498 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9499 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9502 float RSurf_FogVertex(const float *v)
9504 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9505 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9506 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9507 float FogHeightFade = rsurface.fogheightfade;
9509 unsigned int fogmasktableindex;
9510 if (r_refdef.fogplaneviewabove)
9511 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9513 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9514 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9515 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9518 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9519 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9522 int texturesurfaceindex;
9527 const float *v1, *in_tc;
9529 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9531 q3shaderinfo_deform_t *deform;
9532 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9533 if (rsurface.generatedvertex)
9535 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9536 generatenormals = true;
9537 for (i = 0;i < Q3MAXDEFORMS;i++)
9539 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9541 generatetangents = true;
9542 generatenormals = true;
9544 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9545 generatenormals = true;
9547 if (generatenormals && !rsurface.modelnormal3f)
9549 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9550 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9551 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9552 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9554 if (generatetangents && !rsurface.modelsvector3f)
9556 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9557 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9558 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9559 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9560 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9561 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9562 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9565 rsurface.vertex3f = rsurface.modelvertex3f;
9566 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9567 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9568 rsurface.svector3f = rsurface.modelsvector3f;
9569 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9570 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9571 rsurface.tvector3f = rsurface.modeltvector3f;
9572 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9573 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9574 rsurface.normal3f = rsurface.modelnormal3f;
9575 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9576 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9577 // if vertices are deformed (sprite flares and things in maps, possibly
9578 // water waves, bulges and other deformations), generate them into
9579 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9580 // (may be static model data or generated data for an animated model, or
9581 // the previous deform pass)
9582 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9584 switch (deform->deform)
9587 case Q3DEFORM_PROJECTIONSHADOW:
9588 case Q3DEFORM_TEXT0:
9589 case Q3DEFORM_TEXT1:
9590 case Q3DEFORM_TEXT2:
9591 case Q3DEFORM_TEXT3:
9592 case Q3DEFORM_TEXT4:
9593 case Q3DEFORM_TEXT5:
9594 case Q3DEFORM_TEXT6:
9595 case Q3DEFORM_TEXT7:
9598 case Q3DEFORM_AUTOSPRITE:
9599 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9600 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9601 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9602 VectorNormalize(newforward);
9603 VectorNormalize(newright);
9604 VectorNormalize(newup);
9605 // make deformed versions of only the model vertices used by the specified surfaces
9606 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9608 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9609 // a single autosprite surface can contain multiple sprites...
9610 for (j = 0;j < surface->num_vertices - 3;j += 4)
9612 VectorClear(center);
9613 for (i = 0;i < 4;i++)
9614 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9615 VectorScale(center, 0.25f, center);
9616 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9617 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9618 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9619 for (i = 0;i < 4;i++)
9621 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9622 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9625 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9626 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9628 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9629 rsurface.vertex3f_bufferobject = 0;
9630 rsurface.vertex3f_bufferoffset = 0;
9631 rsurface.svector3f = rsurface.array_deformedsvector3f;
9632 rsurface.svector3f_bufferobject = 0;
9633 rsurface.svector3f_bufferoffset = 0;
9634 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9635 rsurface.tvector3f_bufferobject = 0;
9636 rsurface.tvector3f_bufferoffset = 0;
9637 rsurface.normal3f = rsurface.array_deformednormal3f;
9638 rsurface.normal3f_bufferobject = 0;
9639 rsurface.normal3f_bufferoffset = 0;
9641 case Q3DEFORM_AUTOSPRITE2:
9642 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9643 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9644 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9645 VectorNormalize(newforward);
9646 VectorNormalize(newright);
9647 VectorNormalize(newup);
9648 // make deformed versions of only the model vertices used by the specified surfaces
9649 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9651 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9652 const float *v1, *v2;
9662 memset(shortest, 0, sizeof(shortest));
9663 // a single autosprite surface can contain multiple sprites...
9664 for (j = 0;j < surface->num_vertices - 3;j += 4)
9666 VectorClear(center);
9667 for (i = 0;i < 4;i++)
9668 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9669 VectorScale(center, 0.25f, center);
9670 // find the two shortest edges, then use them to define the
9671 // axis vectors for rotating around the central axis
9672 for (i = 0;i < 6;i++)
9674 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9675 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9677 Debug_PolygonBegin(NULL, 0);
9678 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9679 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9680 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9683 l = VectorDistance2(v1, v2);
9684 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9686 l += (1.0f / 1024.0f);
9687 if (shortest[0].length2 > l || i == 0)
9689 shortest[1] = shortest[0];
9690 shortest[0].length2 = l;
9691 shortest[0].v1 = v1;
9692 shortest[0].v2 = v2;
9694 else if (shortest[1].length2 > l || i == 1)
9696 shortest[1].length2 = l;
9697 shortest[1].v1 = v1;
9698 shortest[1].v2 = v2;
9701 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9702 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9704 Debug_PolygonBegin(NULL, 0);
9705 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9706 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9707 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9710 // this calculates the right vector from the shortest edge
9711 // and the up vector from the edge midpoints
9712 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9713 VectorNormalize(right);
9714 VectorSubtract(end, start, up);
9715 VectorNormalize(up);
9716 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9717 VectorSubtract(rsurface.localvieworigin, center, forward);
9718 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9719 VectorNegate(forward, forward);
9720 VectorReflect(forward, 0, up, forward);
9721 VectorNormalize(forward);
9722 CrossProduct(up, forward, newright);
9723 VectorNormalize(newright);
9725 Debug_PolygonBegin(NULL, 0);
9726 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9727 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9728 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9732 Debug_PolygonBegin(NULL, 0);
9733 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9734 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9735 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9738 // rotate the quad around the up axis vector, this is made
9739 // especially easy by the fact we know the quad is flat,
9740 // so we only have to subtract the center position and
9741 // measure distance along the right vector, and then
9742 // multiply that by the newright vector and add back the
9744 // we also need to subtract the old position to undo the
9745 // displacement from the center, which we do with a
9746 // DotProduct, the subtraction/addition of center is also
9747 // optimized into DotProducts here
9748 l = DotProduct(right, center);
9749 for (i = 0;i < 4;i++)
9751 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9752 f = DotProduct(right, v1) - l;
9753 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9756 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9757 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9759 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9760 rsurface.vertex3f_bufferobject = 0;
9761 rsurface.vertex3f_bufferoffset = 0;
9762 rsurface.svector3f = rsurface.array_deformedsvector3f;
9763 rsurface.svector3f_bufferobject = 0;
9764 rsurface.svector3f_bufferoffset = 0;
9765 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9766 rsurface.tvector3f_bufferobject = 0;
9767 rsurface.tvector3f_bufferoffset = 0;
9768 rsurface.normal3f = rsurface.array_deformednormal3f;
9769 rsurface.normal3f_bufferobject = 0;
9770 rsurface.normal3f_bufferoffset = 0;
9772 case Q3DEFORM_NORMAL:
9773 // deform the normals to make reflections wavey
9774 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9776 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9777 for (j = 0;j < surface->num_vertices;j++)
9780 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9781 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9782 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9783 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9784 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9785 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9786 VectorNormalize(normal);
9788 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9790 rsurface.svector3f = rsurface.array_deformedsvector3f;
9791 rsurface.svector3f_bufferobject = 0;
9792 rsurface.svector3f_bufferoffset = 0;
9793 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9794 rsurface.tvector3f_bufferobject = 0;
9795 rsurface.tvector3f_bufferoffset = 0;
9796 rsurface.normal3f = rsurface.array_deformednormal3f;
9797 rsurface.normal3f_bufferobject = 0;
9798 rsurface.normal3f_bufferoffset = 0;
9801 // deform vertex array to make wavey water and flags and such
9802 waveparms[0] = deform->waveparms[0];
9803 waveparms[1] = deform->waveparms[1];
9804 waveparms[2] = deform->waveparms[2];
9805 waveparms[3] = deform->waveparms[3];
9806 // this is how a divisor of vertex influence on deformation
9807 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9808 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9809 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9811 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9812 for (j = 0;j < surface->num_vertices;j++)
9814 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9815 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9816 // if the wavefunc depends on time, evaluate it per-vertex
9819 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9820 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9822 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9825 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9826 rsurface.vertex3f_bufferobject = 0;
9827 rsurface.vertex3f_bufferoffset = 0;
9829 case Q3DEFORM_BULGE:
9830 // deform vertex array to make the surface have moving bulges
9831 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9833 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9834 for (j = 0;j < surface->num_vertices;j++)
9836 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9837 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9840 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9841 rsurface.vertex3f_bufferobject = 0;
9842 rsurface.vertex3f_bufferoffset = 0;
9845 // deform vertex array
9846 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9847 VectorScale(deform->parms, scale, waveparms);
9848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9850 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9851 for (j = 0;j < surface->num_vertices;j++)
9852 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9854 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9855 rsurface.vertex3f_bufferobject = 0;
9856 rsurface.vertex3f_bufferoffset = 0;
9860 // generate texcoords based on the chosen texcoord source
9861 switch(rsurface.texture->tcgen.tcgen)
9864 case Q3TCGEN_TEXTURE:
9865 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9866 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9867 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9869 case Q3TCGEN_LIGHTMAP:
9870 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9871 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9872 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9874 case Q3TCGEN_VECTOR:
9875 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9877 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9878 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9880 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9881 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9884 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9885 rsurface.texcoordtexture2f_bufferobject = 0;
9886 rsurface.texcoordtexture2f_bufferoffset = 0;
9888 case Q3TCGEN_ENVIRONMENT:
9889 // make environment reflections using a spheremap
9890 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9892 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9893 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9894 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9895 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9896 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9898 // identical to Q3A's method, but executed in worldspace so
9899 // carried models can be shiny too
9901 float viewer[3], d, reflected[3], worldreflected[3];
9903 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9904 // VectorNormalize(viewer);
9906 d = DotProduct(normal, viewer);
9908 reflected[0] = normal[0]*2*d - viewer[0];
9909 reflected[1] = normal[1]*2*d - viewer[1];
9910 reflected[2] = normal[2]*2*d - viewer[2];
9911 // note: this is proportinal to viewer, so we can normalize later
9913 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9914 VectorNormalize(worldreflected);
9916 // note: this sphere map only uses world x and z!
9917 // so positive and negative y will LOOK THE SAME.
9918 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9919 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9922 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9923 rsurface.texcoordtexture2f_bufferobject = 0;
9924 rsurface.texcoordtexture2f_bufferoffset = 0;
9927 // the only tcmod that needs software vertex processing is turbulent, so
9928 // check for it here and apply the changes if needed
9929 // and we only support that as the first one
9930 // (handling a mixture of turbulent and other tcmods would be problematic
9931 // without punting it entirely to a software path)
9932 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9934 amplitude = rsurface.texture->tcmods[0].parms[1];
9935 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9936 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9938 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9939 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9941 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9942 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9945 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9946 rsurface.texcoordtexture2f_bufferobject = 0;
9947 rsurface.texcoordtexture2f_bufferoffset = 0;
9949 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9950 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9951 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9952 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9955 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9958 const msurface_t *surface = texturesurfacelist[0];
9959 const msurface_t *surface2;
9964 // TODO: lock all array ranges before render, rather than on each surface
9965 if (texturenumsurfaces == 1)
9966 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9967 else if (r_batchmode.integer == 2)
9969 #define MAXBATCHTRIANGLES 4096
9970 int batchtriangles = 0;
9971 static int batchelements[MAXBATCHTRIANGLES*3];
9972 for (i = 0;i < texturenumsurfaces;i = j)
9974 surface = texturesurfacelist[i];
9976 if (surface->num_triangles > MAXBATCHTRIANGLES)
9978 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9981 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9982 batchtriangles = surface->num_triangles;
9983 firstvertex = surface->num_firstvertex;
9984 endvertex = surface->num_firstvertex + surface->num_vertices;
9985 for (;j < texturenumsurfaces;j++)
9987 surface2 = texturesurfacelist[j];
9988 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9990 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9991 batchtriangles += surface2->num_triangles;
9992 firstvertex = min(firstvertex, surface2->num_firstvertex);
9993 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9995 surface2 = texturesurfacelist[j-1];
9996 numvertices = endvertex - firstvertex;
9997 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10000 else if (r_batchmode.integer == 1)
10002 for (i = 0;i < texturenumsurfaces;i = j)
10004 surface = texturesurfacelist[i];
10005 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10006 if (texturesurfacelist[j] != surface2)
10008 surface2 = texturesurfacelist[j-1];
10009 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10010 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10011 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10016 for (i = 0;i < texturenumsurfaces;i++)
10018 surface = texturesurfacelist[i];
10019 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10024 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10026 switch(vid.renderpath)
10028 case RENDERPATH_CGGL:
10030 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10031 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10034 case RENDERPATH_GL20:
10035 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10036 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10038 case RENDERPATH_GL13:
10039 case RENDERPATH_GL11:
10040 R_Mesh_TexBind(0, surface->lightmaptexture);
10045 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10047 // pick the closest matching water plane and bind textures
10048 int planeindex, vertexindex;
10052 r_waterstate_waterplane_t *p, *bestp;
10055 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10058 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10060 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10061 d += fabs(PlaneDiff(vert, &p->plane));
10063 if (bestd > d || !bestp)
10069 switch(vid.renderpath)
10071 case RENDERPATH_CGGL:
10073 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10074 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10077 case RENDERPATH_GL20:
10078 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10079 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10081 case RENDERPATH_GL13:
10082 case RENDERPATH_GL11:
10087 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10090 const msurface_t *surface;
10091 if (r_waterstate.renderingscene)
10093 for (i = 0;i < texturenumsurfaces;i++)
10095 surface = texturesurfacelist[i];
10096 RSurf_BindLightmapForSurface(surface);
10097 RSurf_BindReflectionForSurface(surface);
10098 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10102 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10106 const msurface_t *surface = texturesurfacelist[0];
10107 const msurface_t *surface2;
10112 if (texturenumsurfaces == 1)
10114 RSurf_BindLightmapForSurface(surface);
10115 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10117 else if (r_batchmode.integer == 2)
10119 #define MAXBATCHTRIANGLES 4096
10120 int batchtriangles = 0;
10121 static int batchelements[MAXBATCHTRIANGLES*3];
10122 for (i = 0;i < texturenumsurfaces;i = j)
10124 surface = texturesurfacelist[i];
10125 RSurf_BindLightmapForSurface(surface);
10127 if (surface->num_triangles > MAXBATCHTRIANGLES)
10129 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10132 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10133 batchtriangles = surface->num_triangles;
10134 firstvertex = surface->num_firstvertex;
10135 endvertex = surface->num_firstvertex + surface->num_vertices;
10136 for (;j < texturenumsurfaces;j++)
10138 surface2 = texturesurfacelist[j];
10139 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10141 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10142 batchtriangles += surface2->num_triangles;
10143 firstvertex = min(firstvertex, surface2->num_firstvertex);
10144 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10146 surface2 = texturesurfacelist[j-1];
10147 numvertices = endvertex - firstvertex;
10148 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10151 else if (r_batchmode.integer == 1)
10154 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10155 for (i = 0;i < texturenumsurfaces;i = j)
10157 surface = texturesurfacelist[i];
10158 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10159 if (texturesurfacelist[j] != surface2)
10161 Con_Printf(" %i", j - i);
10164 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10166 for (i = 0;i < texturenumsurfaces;i = j)
10168 surface = texturesurfacelist[i];
10169 RSurf_BindLightmapForSurface(surface);
10170 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10171 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10174 Con_Printf(" %i", j - i);
10176 surface2 = texturesurfacelist[j-1];
10177 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10178 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10179 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10187 for (i = 0;i < texturenumsurfaces;i++)
10189 surface = texturesurfacelist[i];
10190 RSurf_BindLightmapForSurface(surface);
10191 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10196 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10199 int texturesurfaceindex;
10200 if (r_showsurfaces.integer == 2)
10202 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10204 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10205 for (j = 0;j < surface->num_triangles;j++)
10207 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10208 GL_Color(f, f, f, 1);
10209 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10215 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10217 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10218 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10219 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10220 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10225 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10227 int texturesurfaceindex;
10231 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10233 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10234 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10242 rsurface.lightmapcolor4f = rsurface.array_color4f;
10243 rsurface.lightmapcolor4f_bufferobject = 0;
10244 rsurface.lightmapcolor4f_bufferoffset = 0;
10247 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10249 int texturesurfaceindex;
10255 if (rsurface.lightmapcolor4f)
10257 // generate color arrays for the surfaces in this list
10258 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10260 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10261 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10263 f = RSurf_FogVertex(v);
10273 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10275 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10276 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10278 f = RSurf_FogVertex(v);
10286 rsurface.lightmapcolor4f = rsurface.array_color4f;
10287 rsurface.lightmapcolor4f_bufferobject = 0;
10288 rsurface.lightmapcolor4f_bufferoffset = 0;
10291 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10293 int texturesurfaceindex;
10299 if (!rsurface.lightmapcolor4f)
10301 // generate color arrays for the surfaces in this list
10302 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10304 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10305 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10307 f = RSurf_FogVertex(v);
10308 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10309 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10310 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10314 rsurface.lightmapcolor4f = rsurface.array_color4f;
10315 rsurface.lightmapcolor4f_bufferobject = 0;
10316 rsurface.lightmapcolor4f_bufferoffset = 0;
10319 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10321 int texturesurfaceindex;
10325 if (!rsurface.lightmapcolor4f)
10327 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10329 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10330 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10338 rsurface.lightmapcolor4f = rsurface.array_color4f;
10339 rsurface.lightmapcolor4f_bufferobject = 0;
10340 rsurface.lightmapcolor4f_bufferoffset = 0;
10343 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10345 int texturesurfaceindex;
10349 if (!rsurface.lightmapcolor4f)
10351 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10353 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10354 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10356 c2[0] = c[0] + r_refdef.scene.ambient;
10357 c2[1] = c[1] + r_refdef.scene.ambient;
10358 c2[2] = c[2] + r_refdef.scene.ambient;
10362 rsurface.lightmapcolor4f = rsurface.array_color4f;
10363 rsurface.lightmapcolor4f_bufferobject = 0;
10364 rsurface.lightmapcolor4f_bufferoffset = 0;
10367 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10370 rsurface.lightmapcolor4f = NULL;
10371 rsurface.lightmapcolor4f_bufferobject = 0;
10372 rsurface.lightmapcolor4f_bufferoffset = 0;
10373 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10374 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10375 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10376 GL_Color(r, g, b, a);
10377 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10380 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10382 // TODO: optimize applyfog && applycolor case
10383 // just apply fog if necessary, and tint the fog color array if necessary
10384 rsurface.lightmapcolor4f = NULL;
10385 rsurface.lightmapcolor4f_bufferobject = 0;
10386 rsurface.lightmapcolor4f_bufferoffset = 0;
10387 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10388 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10389 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10390 GL_Color(r, g, b, a);
10391 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10394 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10396 int texturesurfaceindex;
10400 if (texturesurfacelist[0]->lightmapinfo)
10402 // generate color arrays for the surfaces in this list
10403 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10405 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10406 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10408 if (surface->lightmapinfo->samples)
10410 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10411 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10412 VectorScale(lm, scale, c);
10413 if (surface->lightmapinfo->styles[1] != 255)
10415 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10417 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10418 VectorMA(c, scale, lm, c);
10419 if (surface->lightmapinfo->styles[2] != 255)
10422 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10423 VectorMA(c, scale, lm, c);
10424 if (surface->lightmapinfo->styles[3] != 255)
10427 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10428 VectorMA(c, scale, lm, c);
10438 rsurface.lightmapcolor4f = rsurface.array_color4f;
10439 rsurface.lightmapcolor4f_bufferobject = 0;
10440 rsurface.lightmapcolor4f_bufferoffset = 0;
10444 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10445 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10446 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10448 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10449 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10450 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10451 GL_Color(r, g, b, a);
10452 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10455 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10457 int texturesurfaceindex;
10464 vec3_t ambientcolor;
10465 vec3_t diffusecolor;
10469 VectorCopy(rsurface.modellight_lightdir, lightdir);
10470 f = 0.5f * r_refdef.lightmapintensity;
10471 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10472 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10473 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10474 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10475 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10476 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10478 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10480 // generate color arrays for the surfaces in this list
10481 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10483 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10484 int numverts = surface->num_vertices;
10485 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10486 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10487 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10488 // q3-style directional shading
10489 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10491 if ((f = DotProduct(n, lightdir)) > 0)
10492 VectorMA(ambientcolor, f, diffusecolor, c);
10494 VectorCopy(ambientcolor, c);
10502 rsurface.lightmapcolor4f = rsurface.array_color4f;
10503 rsurface.lightmapcolor4f_bufferobject = 0;
10504 rsurface.lightmapcolor4f_bufferoffset = 0;
10505 *applycolor = false;
10509 *r = ambientcolor[0];
10510 *g = ambientcolor[1];
10511 *b = ambientcolor[2];
10512 rsurface.lightmapcolor4f = NULL;
10513 rsurface.lightmapcolor4f_bufferobject = 0;
10514 rsurface.lightmapcolor4f_bufferoffset = 0;
10518 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10520 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10521 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10522 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10523 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10524 GL_Color(r, g, b, a);
10525 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10528 void RSurf_SetupDepthAndCulling(void)
10530 // submodels are biased to avoid z-fighting with world surfaces that they
10531 // may be exactly overlapping (avoids z-fighting artifacts on certain
10532 // doors and things in Quake maps)
10533 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10534 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10535 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10536 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10539 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10541 // transparent sky would be ridiculous
10542 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10544 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10545 skyrenderlater = true;
10546 RSurf_SetupDepthAndCulling();
10547 GL_DepthMask(true);
10548 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10549 // skymasking on them, and Quake3 never did sky masking (unlike
10550 // software Quake and software Quake2), so disable the sky masking
10551 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10552 // and skymasking also looks very bad when noclipping outside the
10553 // level, so don't use it then either.
10554 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10556 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10557 R_Mesh_ColorPointer(NULL, 0, 0);
10558 R_Mesh_ResetTextureState();
10559 if (skyrendermasked)
10561 R_SetupShader_DepthOrShadow();
10562 // depth-only (masking)
10563 GL_ColorMask(0,0,0,0);
10564 // just to make sure that braindead drivers don't draw
10565 // anything despite that colormask...
10566 GL_BlendFunc(GL_ZERO, GL_ONE);
10570 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10572 GL_BlendFunc(GL_ONE, GL_ZERO);
10574 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10575 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10576 if (skyrendermasked)
10577 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10579 R_Mesh_ResetTextureState();
10580 GL_Color(1, 1, 1, 1);
10583 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10584 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10585 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10587 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10589 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10592 // render screenspace normalmap to texture
10593 GL_DepthMask(true);
10594 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10595 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10597 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10599 // render water or distortion background, then blend surface on top
10600 GL_DepthMask(true);
10601 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10602 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10603 GL_DepthMask(false);
10604 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10605 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10606 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10608 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10612 // render surface normally
10613 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10614 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10615 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10616 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10617 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10618 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10620 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10624 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10626 // OpenGL 1.3 path - anything not completely ancient
10627 int texturesurfaceindex;
10628 qboolean applycolor;
10631 const texturelayer_t *layer;
10632 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10634 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10637 int layertexrgbscale;
10638 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10640 if (layerindex == 0)
10641 GL_AlphaTest(true);
10644 GL_AlphaTest(false);
10645 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10648 GL_DepthMask(layer->depthmask && writedepth);
10649 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10650 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10652 layertexrgbscale = 4;
10653 VectorScale(layer->color, 0.25f, layercolor);
10655 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10657 layertexrgbscale = 2;
10658 VectorScale(layer->color, 0.5f, layercolor);
10662 layertexrgbscale = 1;
10663 VectorScale(layer->color, 1.0f, layercolor);
10665 layercolor[3] = layer->color[3];
10666 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10667 R_Mesh_ColorPointer(NULL, 0, 0);
10668 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10669 switch (layer->type)
10671 case TEXTURELAYERTYPE_LITTEXTURE:
10672 // single-pass lightmapped texture with 2x rgbscale
10673 R_Mesh_TexBind(0, r_texture_white);
10674 R_Mesh_TexMatrix(0, NULL);
10675 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10676 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10677 R_Mesh_TexBind(1, layer->texture);
10678 R_Mesh_TexMatrix(1, &layer->texmatrix);
10679 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10680 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10681 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10682 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10683 else if (rsurface.uselightmaptexture)
10684 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10686 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10688 case TEXTURELAYERTYPE_TEXTURE:
10689 // singletexture unlit texture with transparency support
10690 R_Mesh_TexBind(0, layer->texture);
10691 R_Mesh_TexMatrix(0, &layer->texmatrix);
10692 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10693 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10694 R_Mesh_TexBind(1, 0);
10695 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10696 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10698 case TEXTURELAYERTYPE_FOG:
10699 // singletexture fogging
10700 if (layer->texture)
10702 R_Mesh_TexBind(0, layer->texture);
10703 R_Mesh_TexMatrix(0, &layer->texmatrix);
10704 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10705 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10709 R_Mesh_TexBind(0, 0);
10710 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10712 R_Mesh_TexBind(1, 0);
10713 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10714 // generate a color array for the fog pass
10715 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10716 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10722 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10723 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10725 f = 1 - RSurf_FogVertex(v);
10726 c[0] = layercolor[0];
10727 c[1] = layercolor[1];
10728 c[2] = layercolor[2];
10729 c[3] = f * layercolor[3];
10732 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10735 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10739 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10741 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10742 GL_AlphaTest(false);
10746 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10748 // OpenGL 1.1 - crusty old voodoo path
10749 int texturesurfaceindex;
10752 const texturelayer_t *layer;
10753 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10755 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10757 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10759 if (layerindex == 0)
10760 GL_AlphaTest(true);
10763 GL_AlphaTest(false);
10764 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10767 GL_DepthMask(layer->depthmask && writedepth);
10768 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10769 R_Mesh_ColorPointer(NULL, 0, 0);
10770 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10771 switch (layer->type)
10773 case TEXTURELAYERTYPE_LITTEXTURE:
10774 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10776 // two-pass lit texture with 2x rgbscale
10777 // first the lightmap pass
10778 R_Mesh_TexBind(0, r_texture_white);
10779 R_Mesh_TexMatrix(0, NULL);
10780 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10781 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10782 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10783 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10784 else if (rsurface.uselightmaptexture)
10785 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10787 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10788 // then apply the texture to it
10789 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10790 R_Mesh_TexBind(0, layer->texture);
10791 R_Mesh_TexMatrix(0, &layer->texmatrix);
10792 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10793 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10794 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10798 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10799 R_Mesh_TexBind(0, layer->texture);
10800 R_Mesh_TexMatrix(0, &layer->texmatrix);
10801 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10802 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10803 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10804 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10806 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10809 case TEXTURELAYERTYPE_TEXTURE:
10810 // singletexture unlit texture with transparency support
10811 R_Mesh_TexBind(0, layer->texture);
10812 R_Mesh_TexMatrix(0, &layer->texmatrix);
10813 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10814 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10815 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10817 case TEXTURELAYERTYPE_FOG:
10818 // singletexture fogging
10819 if (layer->texture)
10821 R_Mesh_TexBind(0, layer->texture);
10822 R_Mesh_TexMatrix(0, &layer->texmatrix);
10823 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10824 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10828 R_Mesh_TexBind(0, 0);
10829 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10831 // generate a color array for the fog pass
10832 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10833 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10839 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10840 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10842 f = 1 - RSurf_FogVertex(v);
10843 c[0] = layer->color[0];
10844 c[1] = layer->color[1];
10845 c[2] = layer->color[2];
10846 c[3] = f * layer->color[3];
10849 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10852 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10856 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10858 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10859 GL_AlphaTest(false);
10863 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10867 GL_AlphaTest(false);
10868 R_Mesh_ColorPointer(NULL, 0, 0);
10869 R_Mesh_ResetTextureState();
10870 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10872 if(rsurface.texture && rsurface.texture->currentskinframe)
10874 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10875 c[3] *= rsurface.texture->currentalpha;
10885 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10887 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10888 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10889 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10892 // brighten it up (as texture value 127 means "unlit")
10893 c[0] *= 2 * r_refdef.view.colorscale;
10894 c[1] *= 2 * r_refdef.view.colorscale;
10895 c[2] *= 2 * r_refdef.view.colorscale;
10897 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10898 c[3] *= r_wateralpha.value;
10900 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10902 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10903 GL_DepthMask(false);
10905 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10907 GL_BlendFunc(GL_ONE, GL_ONE);
10908 GL_DepthMask(false);
10910 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10912 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10913 GL_DepthMask(false);
10915 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10917 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10918 GL_DepthMask(false);
10922 GL_BlendFunc(GL_ONE, GL_ZERO);
10923 GL_DepthMask(writedepth);
10926 rsurface.lightmapcolor4f = NULL;
10928 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10930 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10932 rsurface.lightmapcolor4f = NULL;
10933 rsurface.lightmapcolor4f_bufferobject = 0;
10934 rsurface.lightmapcolor4f_bufferoffset = 0;
10936 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10938 qboolean applycolor = true;
10941 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10943 r_refdef.lightmapintensity = 1;
10944 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10945 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10949 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10951 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10952 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10953 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10956 if(!rsurface.lightmapcolor4f)
10957 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10959 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10960 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10961 if(r_refdef.fogenabled)
10962 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10964 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10965 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10968 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10971 RSurf_SetupDepthAndCulling();
10972 if (r_showsurfaces.integer == 3 && !prepass)
10974 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10977 switch (vid.renderpath)
10979 case RENDERPATH_GL20:
10980 case RENDERPATH_CGGL:
10981 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10983 case RENDERPATH_GL13:
10984 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10986 case RENDERPATH_GL11:
10987 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10993 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10996 RSurf_SetupDepthAndCulling();
10997 if (r_showsurfaces.integer == 3 && !prepass)
10999 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11002 switch (vid.renderpath)
11004 case RENDERPATH_GL20:
11005 case RENDERPATH_CGGL:
11006 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11008 case RENDERPATH_GL13:
11009 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11011 case RENDERPATH_GL11:
11012 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11018 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11021 int texturenumsurfaces, endsurface;
11022 texture_t *texture;
11023 const msurface_t *surface;
11024 const msurface_t *texturesurfacelist[256];
11026 // if the model is static it doesn't matter what value we give for
11027 // wantnormals and wanttangents, so this logic uses only rules applicable
11028 // to a model, knowing that they are meaningless otherwise
11029 if (ent == r_refdef.scene.worldentity)
11030 RSurf_ActiveWorldEntity();
11031 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11032 RSurf_ActiveModelEntity(ent, false, false, false);
11035 switch (vid.renderpath)
11037 case RENDERPATH_GL20:
11038 case RENDERPATH_CGGL:
11039 RSurf_ActiveModelEntity(ent, true, true, false);
11041 case RENDERPATH_GL13:
11042 case RENDERPATH_GL11:
11043 RSurf_ActiveModelEntity(ent, true, false, false);
11048 if (r_transparentdepthmasking.integer)
11050 qboolean setup = false;
11051 for (i = 0;i < numsurfaces;i = j)
11054 surface = rsurface.modelsurfaces + surfacelist[i];
11055 texture = surface->texture;
11056 rsurface.texture = R_GetCurrentTexture(texture);
11057 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11058 // scan ahead until we find a different texture
11059 endsurface = min(i + 1024, numsurfaces);
11060 texturenumsurfaces = 0;
11061 texturesurfacelist[texturenumsurfaces++] = surface;
11062 for (;j < endsurface;j++)
11064 surface = rsurface.modelsurfaces + surfacelist[j];
11065 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11067 texturesurfacelist[texturenumsurfaces++] = surface;
11069 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11071 // render the range of surfaces as depth
11075 GL_ColorMask(0,0,0,0);
11077 GL_DepthTest(true);
11078 GL_BlendFunc(GL_ONE, GL_ZERO);
11079 GL_DepthMask(true);
11080 GL_AlphaTest(false);
11081 R_Mesh_ColorPointer(NULL, 0, 0);
11082 R_Mesh_ResetTextureState();
11083 R_SetupShader_DepthOrShadow();
11085 RSurf_SetupDepthAndCulling();
11086 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11087 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11090 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11093 for (i = 0;i < numsurfaces;i = j)
11096 surface = rsurface.modelsurfaces + surfacelist[i];
11097 texture = surface->texture;
11098 rsurface.texture = R_GetCurrentTexture(texture);
11099 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11100 // scan ahead until we find a different texture
11101 endsurface = min(i + 1024, numsurfaces);
11102 texturenumsurfaces = 0;
11103 texturesurfacelist[texturenumsurfaces++] = surface;
11104 for (;j < endsurface;j++)
11106 surface = rsurface.modelsurfaces + surfacelist[j];
11107 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11109 texturesurfacelist[texturenumsurfaces++] = surface;
11111 // render the range of surfaces
11112 if (ent == r_refdef.scene.worldentity)
11113 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11115 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11117 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11118 GL_AlphaTest(false);
11121 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11123 // transparent surfaces get pushed off into the transparent queue
11124 int surfacelistindex;
11125 const msurface_t *surface;
11126 vec3_t tempcenter, center;
11127 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11129 surface = texturesurfacelist[surfacelistindex];
11130 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11131 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11132 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11133 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11134 if (queueentity->transparent_offset) // transparent offset
11136 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11137 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11138 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11140 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11144 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11146 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11150 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11152 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11154 RSurf_SetupDepthAndCulling();
11155 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11156 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11160 if (!rsurface.texture->currentnumlayers)
11162 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11163 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11165 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11167 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11169 RSurf_SetupDepthAndCulling();
11170 GL_AlphaTest(false);
11171 R_Mesh_ColorPointer(NULL, 0, 0);
11172 R_Mesh_ResetTextureState();
11173 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11174 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11175 GL_DepthMask(true);
11176 GL_BlendFunc(GL_ONE, GL_ZERO);
11177 GL_Color(0, 0, 0, 1);
11178 GL_DepthTest(writedepth);
11179 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11181 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11183 RSurf_SetupDepthAndCulling();
11184 GL_AlphaTest(false);
11185 R_Mesh_ColorPointer(NULL, 0, 0);
11186 R_Mesh_ResetTextureState();
11187 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11188 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11189 GL_DepthMask(true);
11190 GL_BlendFunc(GL_ONE, GL_ZERO);
11191 GL_DepthTest(true);
11192 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11194 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11195 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11196 else if (!rsurface.texture->currentnumlayers)
11198 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11200 // in the deferred case, transparent surfaces were queued during prepass
11201 if (!r_shadow_usingdeferredprepass)
11202 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11206 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11207 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11212 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11215 texture_t *texture;
11216 // break the surface list down into batches by texture and use of lightmapping
11217 for (i = 0;i < numsurfaces;i = j)
11220 // texture is the base texture pointer, rsurface.texture is the
11221 // current frame/skin the texture is directing us to use (for example
11222 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11223 // use skin 1 instead)
11224 texture = surfacelist[i]->texture;
11225 rsurface.texture = R_GetCurrentTexture(texture);
11226 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11227 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11229 // if this texture is not the kind we want, skip ahead to the next one
11230 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11234 // simply scan ahead until we find a different texture or lightmap state
11235 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11237 // render the range of surfaces
11238 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11242 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11247 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11249 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11251 RSurf_SetupDepthAndCulling();
11252 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11253 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11257 if (!rsurface.texture->currentnumlayers)
11259 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11260 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11262 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11264 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11266 RSurf_SetupDepthAndCulling();
11267 GL_AlphaTest(false);
11268 R_Mesh_ColorPointer(NULL, 0, 0);
11269 R_Mesh_ResetTextureState();
11270 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11271 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11272 GL_DepthMask(true);
11273 GL_BlendFunc(GL_ONE, GL_ZERO);
11274 GL_Color(0, 0, 0, 1);
11275 GL_DepthTest(writedepth);
11276 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11278 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11280 RSurf_SetupDepthAndCulling();
11281 GL_AlphaTest(false);
11282 R_Mesh_ColorPointer(NULL, 0, 0);
11283 R_Mesh_ResetTextureState();
11284 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11285 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11286 GL_DepthMask(true);
11287 GL_BlendFunc(GL_ONE, GL_ZERO);
11288 GL_DepthTest(true);
11289 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11291 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11292 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11293 else if (!rsurface.texture->currentnumlayers)
11295 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11297 // in the deferred case, transparent surfaces were queued during prepass
11298 if (!r_shadow_usingdeferredprepass)
11299 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11303 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11304 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11309 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11312 texture_t *texture;
11313 // break the surface list down into batches by texture and use of lightmapping
11314 for (i = 0;i < numsurfaces;i = j)
11317 // texture is the base texture pointer, rsurface.texture is the
11318 // current frame/skin the texture is directing us to use (for example
11319 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11320 // use skin 1 instead)
11321 texture = surfacelist[i]->texture;
11322 rsurface.texture = R_GetCurrentTexture(texture);
11323 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11324 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11326 // if this texture is not the kind we want, skip ahead to the next one
11327 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11331 // simply scan ahead until we find a different texture or lightmap state
11332 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11334 // render the range of surfaces
11335 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11339 float locboxvertex3f[6*4*3] =
11341 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11342 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11343 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11344 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11345 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11346 1,0,0, 0,0,0, 0,1,0, 1,1,0
11349 unsigned short locboxelements[6*2*3] =
11354 12,13,14, 12,14,15,
11355 16,17,18, 16,18,19,
11359 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11362 cl_locnode_t *loc = (cl_locnode_t *)ent;
11364 float vertex3f[6*4*3];
11366 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11367 GL_DepthMask(false);
11368 GL_DepthRange(0, 1);
11369 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11370 GL_DepthTest(true);
11371 GL_CullFace(GL_NONE);
11372 R_EntityMatrix(&identitymatrix);
11374 R_Mesh_VertexPointer(vertex3f, 0, 0);
11375 R_Mesh_ColorPointer(NULL, 0, 0);
11376 R_Mesh_ResetTextureState();
11377 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11379 i = surfacelist[0];
11380 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11381 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11382 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11383 surfacelist[0] < 0 ? 0.5f : 0.125f);
11385 if (VectorCompare(loc->mins, loc->maxs))
11387 VectorSet(size, 2, 2, 2);
11388 VectorMA(loc->mins, -0.5f, size, mins);
11392 VectorCopy(loc->mins, mins);
11393 VectorSubtract(loc->maxs, loc->mins, size);
11396 for (i = 0;i < 6*4*3;)
11397 for (j = 0;j < 3;j++, i++)
11398 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11400 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11403 void R_DrawLocs(void)
11406 cl_locnode_t *loc, *nearestloc;
11408 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11409 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11411 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11412 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11416 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11418 if (decalsystem->decals)
11419 Mem_Free(decalsystem->decals);
11420 memset(decalsystem, 0, sizeof(*decalsystem));
11423 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)
11426 tridecal_t *decals;
11430 // expand or initialize the system
11431 if (decalsystem->maxdecals <= decalsystem->numdecals)
11433 decalsystem_t old = *decalsystem;
11434 qboolean useshortelements;
11435 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11436 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11437 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)));
11438 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11439 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11440 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11441 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11442 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11443 if (decalsystem->numdecals)
11444 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11446 Mem_Free(old.decals);
11447 for (i = 0;i < decalsystem->maxdecals*3;i++)
11448 decalsystem->element3i[i] = i;
11449 if (useshortelements)
11450 for (i = 0;i < decalsystem->maxdecals*3;i++)
11451 decalsystem->element3s[i] = i;
11454 // grab a decal and search for another free slot for the next one
11455 maxdecals = decalsystem->maxdecals;
11456 decals = decalsystem->decals;
11457 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11458 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11460 decalsystem->freedecal = i;
11461 if (decalsystem->numdecals <= i)
11462 decalsystem->numdecals = i + 1;
11464 // initialize the decal
11466 decal->triangleindex = triangleindex;
11467 decal->surfaceindex = surfaceindex;
11468 decal->decalsequence = decalsequence;
11469 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11470 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11471 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11472 decal->color4ub[0][3] = 255;
11473 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11474 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11475 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11476 decal->color4ub[1][3] = 255;
11477 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11478 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11479 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11480 decal->color4ub[2][3] = 255;
11481 decal->vertex3f[0][0] = v0[0];
11482 decal->vertex3f[0][1] = v0[1];
11483 decal->vertex3f[0][2] = v0[2];
11484 decal->vertex3f[1][0] = v1[0];
11485 decal->vertex3f[1][1] = v1[1];
11486 decal->vertex3f[1][2] = v1[2];
11487 decal->vertex3f[2][0] = v2[0];
11488 decal->vertex3f[2][1] = v2[1];
11489 decal->vertex3f[2][2] = v2[2];
11490 decal->texcoord2f[0][0] = t0[0];
11491 decal->texcoord2f[0][1] = t0[1];
11492 decal->texcoord2f[1][0] = t1[0];
11493 decal->texcoord2f[1][1] = t1[1];
11494 decal->texcoord2f[2][0] = t2[0];
11495 decal->texcoord2f[2][1] = t2[1];
11498 extern cvar_t cl_decals_bias;
11499 extern cvar_t cl_decals_models;
11500 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11501 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)
11503 matrix4x4_t projection;
11504 decalsystem_t *decalsystem;
11507 const float *vertex3f;
11508 const msurface_t *surface;
11509 const msurface_t *surfaces;
11510 const int *surfacelist;
11511 const texture_t *texture;
11514 int numsurfacelist;
11515 int surfacelistindex;
11518 int decalsurfaceindex;
11523 float localorigin[3];
11524 float localnormal[3];
11525 float localmins[3];
11526 float localmaxs[3];
11533 float planes[6][4];
11535 float points[2][9][3];
11539 decalsystem = &ent->decalsystem;
11540 model = ent->model;
11541 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11543 R_DecalSystem_Reset(&ent->decalsystem);
11547 if (!model->brush.data_nodes && !cl_decals_models.integer)
11549 if (decalsystem->model)
11550 R_DecalSystem_Reset(decalsystem);
11554 if (decalsystem->model != model)
11555 R_DecalSystem_Reset(decalsystem);
11556 decalsystem->model = model;
11558 RSurf_ActiveModelEntity(ent, false, false, false);
11560 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11561 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11562 VectorNormalize(localnormal);
11563 localsize = worldsize*rsurface.inversematrixscale;
11564 ilocalsize = 1.0f / localsize;
11565 localmins[0] = localorigin[0] - localsize;
11566 localmins[1] = localorigin[1] - localsize;
11567 localmins[2] = localorigin[2] - localsize;
11568 localmaxs[0] = localorigin[0] + localsize;
11569 localmaxs[1] = localorigin[1] + localsize;
11570 localmaxs[2] = localorigin[2] + localsize;
11572 //VectorCopy(localnormal, planes[4]);
11573 //VectorVectors(planes[4], planes[2], planes[0]);
11574 AnglesFromVectors(angles, localnormal, NULL, false);
11575 AngleVectors(angles, planes[0], planes[2], planes[4]);
11576 VectorNegate(planes[0], planes[1]);
11577 VectorNegate(planes[2], planes[3]);
11578 VectorNegate(planes[4], planes[5]);
11579 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11580 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11581 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11582 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11583 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11584 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11589 matrix4x4_t forwardprojection;
11590 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11591 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11596 float projectionvector[4][3];
11597 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11598 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11599 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11600 projectionvector[0][0] = planes[0][0] * ilocalsize;
11601 projectionvector[0][1] = planes[1][0] * ilocalsize;
11602 projectionvector[0][2] = planes[2][0] * ilocalsize;
11603 projectionvector[1][0] = planes[0][1] * ilocalsize;
11604 projectionvector[1][1] = planes[1][1] * ilocalsize;
11605 projectionvector[1][2] = planes[2][1] * ilocalsize;
11606 projectionvector[2][0] = planes[0][2] * ilocalsize;
11607 projectionvector[2][1] = planes[1][2] * ilocalsize;
11608 projectionvector[2][2] = planes[2][2] * ilocalsize;
11609 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11610 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11611 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11612 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11616 dynamic = model->surfmesh.isanimated;
11617 vertex3f = rsurface.modelvertex3f;
11618 numsurfacelist = model->nummodelsurfaces;
11619 surfacelist = model->sortedmodelsurfaces;
11620 surfaces = model->data_surfaces;
11621 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11623 surfaceindex = surfacelist[surfacelistindex];
11624 surface = surfaces + surfaceindex;
11625 // check cull box first because it rejects more than any other check
11626 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11628 // skip transparent surfaces
11629 texture = surface->texture;
11630 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11632 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11634 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11635 numvertices = surface->num_vertices;
11636 numtriangles = surface->num_triangles;
11637 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11639 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11641 index = 3*e[cornerindex];
11642 VectorCopy(vertex3f + index, v[cornerindex]);
11645 //TriangleNormal(v[0], v[1], v[2], normal);
11646 //if (DotProduct(normal, localnormal) < 0.0f)
11648 // clip by each of the box planes formed from the projection matrix
11649 // if anything survives, we emit the decal
11650 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]);
11653 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]);
11656 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]);
11659 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]);
11662 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]);
11665 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]);
11668 // some part of the triangle survived, so we have to accept it...
11671 // dynamic always uses the original triangle
11673 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11675 index = 3*e[cornerindex];
11676 VectorCopy(vertex3f + index, v[cornerindex]);
11679 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11681 // convert vertex positions to texcoords
11682 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11683 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11684 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11685 // calculate distance fade from the projection origin
11686 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11687 f = bound(0.0f, f, 1.0f);
11688 c[cornerindex][0] = r * f;
11689 c[cornerindex][1] = g * f;
11690 c[cornerindex][2] = b * f;
11691 c[cornerindex][3] = 1.0f;
11692 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11695 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);
11697 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11698 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);
11703 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11704 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)
11706 int renderentityindex;
11707 float worldmins[3];
11708 float worldmaxs[3];
11709 entity_render_t *ent;
11711 if (!cl_decals_newsystem.integer)
11714 worldmins[0] = worldorigin[0] - worldsize;
11715 worldmins[1] = worldorigin[1] - worldsize;
11716 worldmins[2] = worldorigin[2] - worldsize;
11717 worldmaxs[0] = worldorigin[0] + worldsize;
11718 worldmaxs[1] = worldorigin[1] + worldsize;
11719 worldmaxs[2] = worldorigin[2] + worldsize;
11721 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11723 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11725 ent = r_refdef.scene.entities[renderentityindex];
11726 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11729 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11733 typedef struct r_decalsystem_splatqueue_s
11735 vec3_t worldorigin;
11736 vec3_t worldnormal;
11742 r_decalsystem_splatqueue_t;
11744 int r_decalsystem_numqueued = 0;
11745 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11747 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)
11749 r_decalsystem_splatqueue_t *queue;
11751 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11754 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11755 VectorCopy(worldorigin, queue->worldorigin);
11756 VectorCopy(worldnormal, queue->worldnormal);
11757 Vector4Set(queue->color, r, g, b, a);
11758 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11759 queue->worldsize = worldsize;
11760 queue->decalsequence = cl.decalsequence++;
11763 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11766 r_decalsystem_splatqueue_t *queue;
11768 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11769 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);
11770 r_decalsystem_numqueued = 0;
11773 extern cvar_t cl_decals_max;
11774 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11777 decalsystem_t *decalsystem = &ent->decalsystem;
11784 if (!decalsystem->numdecals)
11787 if (r_showsurfaces.integer)
11790 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11792 R_DecalSystem_Reset(decalsystem);
11796 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11797 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11799 if (decalsystem->lastupdatetime)
11800 frametime = (cl.time - decalsystem->lastupdatetime);
11803 decalsystem->lastupdatetime = cl.time;
11804 decal = decalsystem->decals;
11805 numdecals = decalsystem->numdecals;
11807 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11809 if (decal->color4ub[0][3])
11811 decal->lived += frametime;
11812 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11814 memset(decal, 0, sizeof(*decal));
11815 if (decalsystem->freedecal > i)
11816 decalsystem->freedecal = i;
11820 decal = decalsystem->decals;
11821 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11824 // collapse the array by shuffling the tail decals into the gaps
11827 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11828 decalsystem->freedecal++;
11829 if (decalsystem->freedecal == numdecals)
11831 decal[decalsystem->freedecal] = decal[--numdecals];
11834 decalsystem->numdecals = numdecals;
11836 if (numdecals <= 0)
11838 // if there are no decals left, reset decalsystem
11839 R_DecalSystem_Reset(decalsystem);
11843 extern skinframe_t *decalskinframe;
11844 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11847 decalsystem_t *decalsystem = &ent->decalsystem;
11857 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11860 numdecals = decalsystem->numdecals;
11864 if (r_showsurfaces.integer)
11867 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11869 R_DecalSystem_Reset(decalsystem);
11873 // if the model is static it doesn't matter what value we give for
11874 // wantnormals and wanttangents, so this logic uses only rules applicable
11875 // to a model, knowing that they are meaningless otherwise
11876 if (ent == r_refdef.scene.worldentity)
11877 RSurf_ActiveWorldEntity();
11879 RSurf_ActiveModelEntity(ent, false, false, false);
11881 decalsystem->lastupdatetime = cl.time;
11882 decal = decalsystem->decals;
11884 fadedelay = cl_decals_time.value;
11885 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11887 // update vertex positions for animated models
11888 v3f = decalsystem->vertex3f;
11889 c4f = decalsystem->color4f;
11890 t2f = decalsystem->texcoord2f;
11891 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11893 if (!decal->color4ub[0][3])
11896 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11899 // update color values for fading decals
11900 if (decal->lived >= cl_decals_time.value)
11902 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11903 alpha *= (1.0f/255.0f);
11906 alpha = 1.0f/255.0f;
11908 c4f[ 0] = decal->color4ub[0][0] * alpha;
11909 c4f[ 1] = decal->color4ub[0][1] * alpha;
11910 c4f[ 2] = decal->color4ub[0][2] * alpha;
11912 c4f[ 4] = decal->color4ub[1][0] * alpha;
11913 c4f[ 5] = decal->color4ub[1][1] * alpha;
11914 c4f[ 6] = decal->color4ub[1][2] * alpha;
11916 c4f[ 8] = decal->color4ub[2][0] * alpha;
11917 c4f[ 9] = decal->color4ub[2][1] * alpha;
11918 c4f[10] = decal->color4ub[2][2] * alpha;
11921 t2f[0] = decal->texcoord2f[0][0];
11922 t2f[1] = decal->texcoord2f[0][1];
11923 t2f[2] = decal->texcoord2f[1][0];
11924 t2f[3] = decal->texcoord2f[1][1];
11925 t2f[4] = decal->texcoord2f[2][0];
11926 t2f[5] = decal->texcoord2f[2][1];
11928 // update vertex positions for animated models
11929 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11931 e = rsurface.modelelement3i + 3*decal->triangleindex;
11932 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11933 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11934 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11938 VectorCopy(decal->vertex3f[0], v3f);
11939 VectorCopy(decal->vertex3f[1], v3f + 3);
11940 VectorCopy(decal->vertex3f[2], v3f + 6);
11951 r_refdef.stats.drawndecals += numtris;
11953 if (r_refdef.fogenabled)
11955 switch(vid.renderpath)
11957 case RENDERPATH_GL20:
11958 case RENDERPATH_CGGL:
11959 case RENDERPATH_GL13:
11960 case RENDERPATH_GL11:
11961 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11963 alpha = RSurf_FogVertex(v3f);
11972 // now render the decals all at once
11973 // (this assumes they all use one particle font texture!)
11974 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);
11975 R_Mesh_ResetTextureState();
11976 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11977 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11978 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11979 GL_DepthMask(false);
11980 GL_DepthRange(0, 1);
11981 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11982 GL_DepthTest(true);
11983 GL_CullFace(GL_NONE);
11984 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11985 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11986 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11990 static void R_DrawModelDecals(void)
11994 // fade faster when there are too many decals
11995 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11996 for (i = 0;i < r_refdef.scene.numentities;i++)
11997 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11999 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12000 for (i = 0;i < r_refdef.scene.numentities;i++)
12001 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12002 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12004 R_DecalSystem_ApplySplatEntitiesQueue();
12006 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12007 for (i = 0;i < r_refdef.scene.numentities;i++)
12008 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12010 r_refdef.stats.totaldecals += numdecals;
12012 if (r_showsurfaces.integer)
12015 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12017 for (i = 0;i < r_refdef.scene.numentities;i++)
12019 if (!r_refdef.viewcache.entityvisible[i])
12021 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12022 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12026 void R_DrawDebugModel(void)
12028 entity_render_t *ent = rsurface.entity;
12029 int i, j, k, l, flagsmask;
12030 const int *elements;
12032 const msurface_t *surface;
12033 dp_model_t *model = ent->model;
12036 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12038 R_Mesh_ColorPointer(NULL, 0, 0);
12039 R_Mesh_ResetTextureState();
12040 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12041 GL_DepthRange(0, 1);
12042 GL_DepthTest(!r_showdisabledepthtest.integer);
12043 GL_DepthMask(false);
12044 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12046 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12048 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12049 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12051 if (brush->colbrushf && brush->colbrushf->numtriangles)
12053 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12054 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12055 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12058 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12060 if (surface->num_collisiontriangles)
12062 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12063 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12064 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12069 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12071 if (r_showtris.integer || r_shownormals.integer)
12073 if (r_showdisabledepthtest.integer)
12075 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12076 GL_DepthMask(false);
12080 GL_BlendFunc(GL_ONE, GL_ZERO);
12081 GL_DepthMask(true);
12083 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12085 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12087 rsurface.texture = R_GetCurrentTexture(surface->texture);
12088 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12090 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12091 if (r_showtris.value > 0)
12093 if (!rsurface.texture->currentlayers->depthmask)
12094 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12095 else if (ent == r_refdef.scene.worldentity)
12096 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12098 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12099 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12100 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12101 R_Mesh_ColorPointer(NULL, 0, 0);
12102 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12103 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12104 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12105 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12106 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12109 if (r_shownormals.value < 0)
12111 qglBegin(GL_LINES);
12112 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12114 VectorCopy(rsurface.vertex3f + l * 3, v);
12115 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12116 qglVertex3f(v[0], v[1], v[2]);
12117 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12118 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12119 qglVertex3f(v[0], v[1], v[2]);
12124 if (r_shownormals.value > 0)
12126 qglBegin(GL_LINES);
12127 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12129 VectorCopy(rsurface.vertex3f + l * 3, v);
12130 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12131 qglVertex3f(v[0], v[1], v[2]);
12132 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12133 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12134 qglVertex3f(v[0], v[1], v[2]);
12138 qglBegin(GL_LINES);
12139 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12141 VectorCopy(rsurface.vertex3f + l * 3, v);
12142 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12143 qglVertex3f(v[0], v[1], v[2]);
12144 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12145 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12146 qglVertex3f(v[0], v[1], v[2]);
12150 qglBegin(GL_LINES);
12151 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12153 VectorCopy(rsurface.vertex3f + l * 3, v);
12154 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12155 qglVertex3f(v[0], v[1], v[2]);
12156 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12157 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12158 qglVertex3f(v[0], v[1], v[2]);
12165 rsurface.texture = NULL;
12169 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12170 int r_maxsurfacelist = 0;
12171 const msurface_t **r_surfacelist = NULL;
12172 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12174 int i, j, endj, f, flagsmask;
12176 dp_model_t *model = r_refdef.scene.worldmodel;
12177 msurface_t *surfaces;
12178 unsigned char *update;
12179 int numsurfacelist = 0;
12183 if (r_maxsurfacelist < model->num_surfaces)
12185 r_maxsurfacelist = model->num_surfaces;
12187 Mem_Free((msurface_t**)r_surfacelist);
12188 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12191 RSurf_ActiveWorldEntity();
12193 surfaces = model->data_surfaces;
12194 update = model->brushq1.lightmapupdateflags;
12196 // update light styles on this submodel
12197 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12199 model_brush_lightstyleinfo_t *style;
12200 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12202 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12204 int *list = style->surfacelist;
12205 style->value = r_refdef.scene.lightstylevalue[style->style];
12206 for (j = 0;j < style->numsurfaces;j++)
12207 update[list[j]] = true;
12212 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12216 R_DrawDebugModel();
12217 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12223 rsurface.uselightmaptexture = false;
12224 rsurface.texture = NULL;
12225 rsurface.rtlight = NULL;
12226 numsurfacelist = 0;
12227 // add visible surfaces to draw list
12228 for (i = 0;i < model->nummodelsurfaces;i++)
12230 j = model->sortedmodelsurfaces[i];
12231 if (r_refdef.viewcache.world_surfacevisible[j])
12232 r_surfacelist[numsurfacelist++] = surfaces + j;
12234 // update lightmaps if needed
12235 if (model->brushq1.firstrender)
12237 model->brushq1.firstrender = false;
12238 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12240 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12244 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12245 if (r_refdef.viewcache.world_surfacevisible[j])
12247 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12249 // don't do anything if there were no surfaces
12250 if (!numsurfacelist)
12252 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12255 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12256 GL_AlphaTest(false);
12258 // add to stats if desired
12259 if (r_speeds.integer && !skysurfaces && !depthonly)
12261 r_refdef.stats.world_surfaces += numsurfacelist;
12262 for (j = 0;j < numsurfacelist;j++)
12263 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12266 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12269 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12271 int i, j, endj, f, flagsmask;
12273 dp_model_t *model = ent->model;
12274 msurface_t *surfaces;
12275 unsigned char *update;
12276 int numsurfacelist = 0;
12280 if (r_maxsurfacelist < model->num_surfaces)
12282 r_maxsurfacelist = model->num_surfaces;
12284 Mem_Free((msurface_t **)r_surfacelist);
12285 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12288 // if the model is static it doesn't matter what value we give for
12289 // wantnormals and wanttangents, so this logic uses only rules applicable
12290 // to a model, knowing that they are meaningless otherwise
12291 if (ent == r_refdef.scene.worldentity)
12292 RSurf_ActiveWorldEntity();
12293 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12294 RSurf_ActiveModelEntity(ent, false, false, false);
12296 RSurf_ActiveModelEntity(ent, true, true, true);
12297 else if (depthonly)
12298 RSurf_ActiveModelEntity(ent, false, false, false);
12301 switch (vid.renderpath)
12303 case RENDERPATH_GL20:
12304 case RENDERPATH_CGGL:
12305 RSurf_ActiveModelEntity(ent, true, true, false);
12307 case RENDERPATH_GL13:
12308 case RENDERPATH_GL11:
12309 RSurf_ActiveModelEntity(ent, true, false, false);
12314 surfaces = model->data_surfaces;
12315 update = model->brushq1.lightmapupdateflags;
12317 // update light styles
12318 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12320 model_brush_lightstyleinfo_t *style;
12321 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12323 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12325 int *list = style->surfacelist;
12326 style->value = r_refdef.scene.lightstylevalue[style->style];
12327 for (j = 0;j < style->numsurfaces;j++)
12328 update[list[j]] = true;
12333 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12337 R_DrawDebugModel();
12338 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12344 rsurface.uselightmaptexture = false;
12345 rsurface.texture = NULL;
12346 rsurface.rtlight = NULL;
12347 numsurfacelist = 0;
12348 // add visible surfaces to draw list
12349 for (i = 0;i < model->nummodelsurfaces;i++)
12350 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12351 // don't do anything if there were no surfaces
12352 if (!numsurfacelist)
12354 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12357 // update lightmaps if needed
12361 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12366 R_BuildLightMap(ent, surfaces + j);
12371 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12373 R_BuildLightMap(ent, surfaces + j);
12374 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12375 GL_AlphaTest(false);
12377 // add to stats if desired
12378 if (r_speeds.integer && !skysurfaces && !depthonly)
12380 r_refdef.stats.entities_surfaces += numsurfacelist;
12381 for (j = 0;j < numsurfacelist;j++)
12382 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12385 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12388 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12390 static texture_t texture;
12391 static msurface_t surface;
12392 const msurface_t *surfacelist = &surface;
12394 // fake enough texture and surface state to render this geometry
12396 texture.update_lastrenderframe = -1; // regenerate this texture
12397 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12398 texture.currentskinframe = skinframe;
12399 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12400 texture.specularscalemod = 1;
12401 texture.specularpowermod = 1;
12403 surface.texture = &texture;
12404 surface.num_triangles = numtriangles;
12405 surface.num_firsttriangle = firsttriangle;
12406 surface.num_vertices = numvertices;
12407 surface.num_firstvertex = firstvertex;
12410 rsurface.texture = R_GetCurrentTexture(surface.texture);
12411 rsurface.uselightmaptexture = false;
12412 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12415 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)
12417 static msurface_t surface;
12418 const msurface_t *surfacelist = &surface;
12420 // fake enough texture and surface state to render this geometry
12422 surface.texture = texture;
12423 surface.num_triangles = numtriangles;
12424 surface.num_firsttriangle = firsttriangle;
12425 surface.num_vertices = numvertices;
12426 surface.num_firstvertex = firstvertex;
12429 rsurface.texture = R_GetCurrentTexture(surface.texture);
12430 rsurface.uselightmaptexture = false;
12431 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);