2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 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)"};
85 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)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 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."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 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."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 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"};
103 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"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 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"};
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
119 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)"};
120 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"};
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
132 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)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 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)"};
138 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)"};
139 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)"};
140 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)"};
142 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)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 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"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 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)"};
166 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"};
168 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"};
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 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"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 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)"};
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
182 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)"};
184 extern cvar_t v_glslgamma;
186 extern qboolean v_flipped_state;
188 static struct r_bloomstate_s
193 int bloomwidth, bloomheight;
195 int screentexturewidth, screentextureheight;
196 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
198 int bloomtexturewidth, bloomtextureheight;
199 rtexture_t *texture_bloom;
201 // arrays for rendering the screen passes
202 float screentexcoord2f[8];
203 float bloomtexcoord2f[8];
204 float offsettexcoord2f[8];
206 r_viewport_t viewport;
210 r_waterstate_t r_waterstate;
212 /// shadow volume bsp struct with automatically growing nodes buffer
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
244 typedef struct r_qwskincache_s
246 char name[MAX_QPATH];
247 skinframe_t *skinframe;
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
254 /// vertex coordinates for a quad that covers the screen exactly
255 const float r_screenvertex3f[12] =
263 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
266 for (i = 0;i < verts;i++)
277 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
280 for (i = 0;i < verts;i++)
290 // FIXME: move this to client?
293 if (gamemode == GAME_NEHAHRA)
295 Cvar_Set("gl_fogenable", "0");
296 Cvar_Set("gl_fogdensity", "0.2");
297 Cvar_Set("gl_fogred", "0.3");
298 Cvar_Set("gl_foggreen", "0.3");
299 Cvar_Set("gl_fogblue", "0.3");
301 r_refdef.fog_density = 0;
302 r_refdef.fog_red = 0;
303 r_refdef.fog_green = 0;
304 r_refdef.fog_blue = 0;
305 r_refdef.fog_alpha = 1;
306 r_refdef.fog_start = 0;
307 r_refdef.fog_end = 16384;
308 r_refdef.fog_height = 1<<30;
309 r_refdef.fog_fadedepth = 128;
310 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
313 static void R_BuildBlankTextures(void)
315 unsigned char data[4];
316 data[2] = 128; // normal X
317 data[1] = 128; // normal Y
318 data[0] = 255; // normal Z
319 data[3] = 128; // height
320 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
325 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
330 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
338 static void R_BuildNoTexture(void)
341 unsigned char pix[16][16][4];
342 // this makes a light grey/dark grey checkerboard texture
343 for (y = 0;y < 16;y++)
345 for (x = 0;x < 16;x++)
347 if ((y < 8) ^ (x < 8))
363 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
366 static void R_BuildWhiteCube(void)
368 unsigned char data[6*1*1*4];
369 memset(data, 255, sizeof(data));
370 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNormalizationCube(void)
377 vec_t s, t, intensity;
380 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
381 for (side = 0;side < 6;side++)
383 for (y = 0;y < NORMSIZE;y++)
385 for (x = 0;x < NORMSIZE;x++)
387 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 intensity = 127.0f / sqrt(DotProduct(v, v));
424 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
425 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
426 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
427 data[((side*64+y)*64+x)*4+3] = 255;
431 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
435 static void R_BuildFogTexture(void)
439 unsigned char data1[FOGWIDTH][4];
440 //unsigned char data2[FOGWIDTH][4];
443 r_refdef.fogmasktable_start = r_refdef.fog_start;
444 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
445 r_refdef.fogmasktable_range = r_refdef.fogrange;
446 r_refdef.fogmasktable_density = r_refdef.fog_density;
448 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
449 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
451 d = (x * r - r_refdef.fogmasktable_start);
452 if(developer_extra.integer)
453 Con_DPrintf("%f ", d);
455 if (r_fog_exp2.integer)
456 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
458 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
459 if(developer_extra.integer)
460 Con_DPrintf(" : %f ", alpha);
461 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
462 if(developer_extra.integer)
463 Con_DPrintf(" = %f\n", alpha);
464 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
467 for (x = 0;x < FOGWIDTH;x++)
469 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
474 //data2[x][0] = 255 - b;
475 //data2[x][1] = 255 - b;
476 //data2[x][2] = 255 - b;
479 if (r_texture_fogattenuation)
481 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
482 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
486 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
487 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
491 static void R_BuildFogHeightTexture(void)
493 unsigned char *inpixels;
501 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
502 if (r_refdef.fogheighttexturename[0])
503 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
506 r_refdef.fog_height_tablesize = 0;
507 if (r_texture_fogheighttexture)
508 R_FreeTexture(r_texture_fogheighttexture);
509 r_texture_fogheighttexture = NULL;
510 if (r_refdef.fog_height_table2d)
511 Mem_Free(r_refdef.fog_height_table2d);
512 r_refdef.fog_height_table2d = NULL;
513 if (r_refdef.fog_height_table1d)
514 Mem_Free(r_refdef.fog_height_table1d);
515 r_refdef.fog_height_table1d = NULL;
519 r_refdef.fog_height_tablesize = size;
520 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
521 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
522 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
524 // LordHavoc: now the magic - what is that table2d for? it is a cooked
525 // average fog color table accounting for every fog layer between a point
526 // and the camera. (Note: attenuation is handled separately!)
527 for (y = 0;y < size;y++)
529 for (x = 0;x < size;x++)
535 for (j = x;j <= y;j++)
537 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
543 for (j = x;j >= y;j--)
545 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
550 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
556 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
559 //=======================================================================================================================================================
561 static const char *builtinshaderstring =
562 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
563 "// written by Forest 'LordHavoc' Hale\n"
564 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
566 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
569 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
570 "#define USELIGHTMAP\n"
572 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
573 "#define USEEYEVECTOR\n"
576 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
577 "# extension GL_ARB_texture_rectangle : enable\n"
580 "#ifdef USESHADOWMAP2D\n"
581 "# ifdef GL_EXT_gpu_shader4\n"
582 "# extension GL_EXT_gpu_shader4 : enable\n"
584 "# ifdef GL_ARB_texture_gather\n"
585 "# extension GL_ARB_texture_gather : enable\n"
587 "# ifdef GL_AMD_texture_texture4\n"
588 "# extension GL_AMD_texture_texture4 : enable\n"
593 "#ifdef USESHADOWMAPCUBE\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
597 "//#ifdef USESHADOWSAMPLER\n"
598 "//# extension GL_ARB_shadow : enable\n"
601 "//#ifdef __GLSL_CG_DATA_TYPES\n"
602 "//# define myhalf half\n"
603 "//# define myhalf2 half2\n"
604 "//# define myhalf3 half3\n"
605 "//# define myhalf4 half4\n"
607 "# define myhalf float\n"
608 "# define myhalf2 vec2\n"
609 "# define myhalf3 vec3\n"
610 "# define myhalf4 vec4\n"
613 "#ifdef VERTEX_SHADER\n"
614 "uniform mat4 ModelViewProjectionMatrix;\n"
617 "#ifdef MODE_DEPTH_OR_SHADOW\n"
618 "#ifdef VERTEX_SHADER\n"
621 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
624 "#else // !MODE_DEPTH_ORSHADOW\n"
629 "#ifdef MODE_SHOWDEPTH\n"
630 "#ifdef VERTEX_SHADER\n"
633 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
638 "#ifdef FRAGMENT_SHADER\n"
641 " gl_FragColor = gl_Color;\n"
644 "#else // !MODE_SHOWDEPTH\n"
649 "#ifdef MODE_POSTPROCESS\n"
650 "varying vec2 TexCoord1;\n"
651 "varying vec2 TexCoord2;\n"
653 "#ifdef VERTEX_SHADER\n"
656 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
664 "#ifdef FRAGMENT_SHADER\n"
665 "uniform sampler2D Texture_First;\n"
667 "uniform sampler2D Texture_Second;\n"
669 "#ifdef USEGAMMARAMPS\n"
670 "uniform sampler2D Texture_GammaRamps;\n"
672 "#ifdef USESATURATION\n"
673 "uniform float Saturation;\n"
675 "#ifdef USEVIEWTINT\n"
676 "uniform vec4 ViewTintColor;\n"
678 "//uncomment these if you want to use them:\n"
679 "uniform vec4 UserVec1;\n"
680 "uniform vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
687 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#ifdef USEVIEWTINT\n"
692 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
698 " float sobel = 1.0;\n"
699 " // vec2 ts = textureSize(Texture_First, 0);\n"
700 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 " vec2 px = PixelSize;\n"
702 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
704 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
707 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
710 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
713 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
715 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
716 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
717 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
718 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
719 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
720 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
721 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
722 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
723 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
724 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
725 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
726 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
732 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
736 "#ifdef USESATURATION\n"
737 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
743 "#ifdef USEGAMMARAMPS\n"
744 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
750 "#else // !MODE_POSTPROCESS\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
762 "#ifdef VERTEX_SHADER\n"
765 " gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#ifdef USESPECULAR\n"
770 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
786 " gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
791 "#ifdef USESPECULAR\n"
792 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 " gl_FragColor *= tex2;\n"
797 " gl_FragColor += tex2;\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
805 "#else // !MODE_GENERIC\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
815 " gl_FrontColor = gl_Color;\n"
816 " TexCoord = gl_MultiTexCoord0.xy;\n"
817 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
828 " vec2 tc = TexCoord;\n"
829 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 " tc += BloomBlur_Parameters.xy;\n"
831 " for (i = 1;i < SAMPLES;i++)\n"
833 " color += texture2D(Texture_First, tc).rgb;\n"
834 " tc += BloomBlur_Parameters.xy;\n"
836 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
848 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 " ModelViewProjectionPosition = gl_Position;\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
869 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 " // FIXME temporary hack to detect the case that the reflection\n"
874 " // gets blackened at edges due to leaving the area that contains actual\n"
876 " // Remove this 'ack once we have a better way to stop this thing from\n"
878 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
886 "#else // !MODE_REFRACTION\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
901 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 " ModelViewProjectionPosition = gl_Position;\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
926 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " // FIXME temporary hack to detect the case that the reflection\n"
932 " // gets blackened at edges due to leaving the area that contains actual\n"
934 " // Remove this 'ack once we have a better way to stop this thing from\n"
936 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
950 "#else // !MODE_WATER\n"
955 "// common definitions between vertex shader and fragment shader:\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1001 "uniform vec4 FogPlane;\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1011 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1020 "uniform sampler2D Texture_Glow;\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 " fogfrac = fogheightpixel.a;\n"
1075 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 " // 14 sample relief mapping: linear search and then binary search\n"
1093 " // this basically steps forward a small amount repeatedly until it finds\n"
1094 " // itself inside solid, then jitters forward and back using decreasing\n"
1095 " // amounts to find the impact\n"
1096 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 RT = vec3(TexCoord, 1);\n"
1100 " OffsetVector *= 0.1;\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1117 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 " // this basically moves forward the full distance, and then backs up based\n"
1119 " // on height of samples\n"
1120 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " TexCoord += OffsetVector;\n"
1124 " OffsetVector *= 0.333;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " return TexCoord;\n"
1131 "#endif // USEOFFSETMAPPING\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 " vec3 adir = abs(dir);\n"
1181 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 " vec3 adir = abs(dir);\n"
1189 " float ma = adir.z;\n"
1190 " vec4 proj = vec4(dir, 2.5);\n"
1191 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1211 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "# ifdef USESHADOWSAMPLER\n"
1215 "# ifdef USESHADOWMAPPCF\n"
1216 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1219 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1224 "# ifdef USESHADOWMAPPCF\n"
1225 "# if USESHADOWMAPPCF > 1\n"
1226 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1229 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1230 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1231 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1232 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 " vec2 offset = fract(shadowmaptc.xy);\n"
1237 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1239 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1240 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1244 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1248 "# ifdef USESHADOWMAPORTHO\n"
1249 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1259 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1262 "# ifdef USESHADOWSAMPLER\n"
1263 "# ifdef USESHADOWMAPPCF\n"
1264 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1268 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1271 "# ifdef USESHADOWMAPPCF\n"
1272 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "# ifdef GL_ARB_texture_gather\n"
1274 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "# if USESHADOWMAPPCF > 1\n"
1280 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1284 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1285 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1286 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1287 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1288 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1289 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 " locols.yz += group2.ab;\n"
1292 " hicols.yz += group8.rg;\n"
1293 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 " mix(locols, hicols, offset.y);\n"
1296 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 " f = dot(cols, vec4(1.0/25.0));\n"
1300 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1303 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1304 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1309 "# ifdef GL_EXT_gpu_shader4\n"
1310 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1314 "# if USESHADOWMAPPCF > 1\n"
1315 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 " center *= ShadowMap_TextureScale;\n"
1317 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1318 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1319 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1320 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1321 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1327 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1328 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1333 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1336 "# ifdef USESHADOWMAPORTHO\n"
1337 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1347 " // apply depth texture cubemap as light filter\n"
1348 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "# ifdef USESHADOWSAMPLER\n"
1351 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1373 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 " gl_FrontColor = gl_Color;\n"
1376 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1379 " // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1387 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "#endif // VERTEX_SHADER\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 " // apply offsetmapping\n"
1399 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1403 "#ifdef USEALPHAKILL\n"
1404 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1423 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1436 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "#endif // VERTEX_SHADER\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 " // calculate viewspace pixel position\n"
1455 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 " // decode viewspace pixel normal\n"
1460 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 " // surfacenormal = pixel normal in viewspace\n"
1463 " // LightVector = pixel to light in viewspace\n"
1464 " // CubeVector = position in lightspace\n"
1465 " // eyevector = pixel to view in viewspace\n"
1466 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 " // calculate diffuse shading\n"
1470 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#ifdef USESPECULAR\n"
1474 " // calculate directional shading\n"
1475 " vec3 eyevector = position * -1.0;\n"
1476 "# ifdef USEEXACTSPECULARMATH\n"
1477 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 " fade *= ShadowMapCompare(CubeVector);\n"
1488 "#ifdef USEDIFFUSE\n"
1489 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#ifdef USESPECULAR\n"
1494 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1499 "# ifdef USECUBEFILTER\n"
1500 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 " gl_FragData[0].rgb *= cubecolor;\n"
1502 " gl_FragData[1].rgb *= cubecolor;\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 " gl_FrontColor = gl_Color;\n"
1527 " // copy the surface texcoord\n"
1528 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#ifdef USELIGHTMAP\n"
1533 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 " // transform vertex position into light attenuation/cubemap space\n"
1538 " // (-1 to +1 across the light box)\n"
1539 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "# ifdef USEDIFFUSE\n"
1542 " // transform unnormalized light direction into tangent space\n"
1543 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 " // normalize it per pixel)\n"
1545 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1558 " // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 " VectorS = gl_MultiTexCoord1.xyz;\n"
1573 " VectorT = gl_MultiTexCoord2.xyz;\n"
1574 " VectorR = gl_MultiTexCoord3.xyz;\n"
1577 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1584 "#ifdef USEREFLECTION\n"
1585 " ModelViewProjectionPosition = gl_Position;\n"
1588 "#endif // VERTEX_SHADER\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1604 "uniform myhalf3 Color_Glow;\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 " // apply offsetmapping\n"
1628 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1632 " // combine the diffuse textures (base, pants, shirt)\n"
1633 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 " if (color.a < 0.5)\n"
1638 " color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1651 " // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1658 " // get the material colors\n"
1659 " myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 " // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1694 " color.rgb = diffusetex * Color_Ambient;\n"
1696 " color.rgb *= LightColor;\n"
1697 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "# ifdef USECUBEFILTER\n"
1702 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#ifdef USEDIFFUSE\n"
1712 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 " // convert modelspace light vector to tangentspace\n"
1722 " myhalf3 lightnormal;\n"
1723 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 " color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1761 "# ifdef USEDIFFUSE\n"
1762 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "# ifdef USESPECULAR\n"
1764 "# ifdef USEEXACTSPECULARMATH\n"
1765 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1775 " color.rgb = diffusetex * Color_Ambient;\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1798 " color.rgb = FogVertex(color.rgb);\n"
1801 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1802 "#ifdef USEREFLECTION\n"
1803 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 " // FIXME temporary hack to detect the case that the reflection\n"
1808 " // gets blackened at edges due to leaving the area that contains actual\n"
1810 " // Remove this 'ack once we have a better way to stop this thing from\n"
1812 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1820 " gl_FragColor = vec4(color);\n"
1822 "#endif // FRAGMENT_SHADER\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1836 =========================================================================================================================================================
1840 =========================================================================================================================================================
1844 =========================================================================================================================================================
1848 =========================================================================================================================================================
1852 =========================================================================================================================================================
1856 =========================================================================================================================================================
1860 =========================================================================================================================================================
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1896 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1914 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1926 " gl_FragColor = gl_FrontColor;\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1936 "#ifdef VERTEX_SHADER\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1948 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1963 "uniform sampler2D Texture_Second,\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1983 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#ifdef USEVIEWTINT\n"
1988 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1999 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2002 "#ifdef USESATURATION\n"
2003 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2016 "#else // !MODE_POSTPROCESS\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2036 " gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#ifdef USESPECULAR\n"
2041 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2060 "out float4 gl_FragColor : COLOR\n"
2063 " gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2068 "#ifdef USESPECULAR\n"
2069 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 " gl_FragColor *= tex2;\n"
2074 " gl_FragColor += tex2;\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2082 "#else // !MODE_GENERIC\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2098 " TexCoord = gl_MultiTexCoord0.xy;\n"
2099 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2114 " float2 tc = TexCoord;\n"
2115 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 " tc += BloomBlur_Parameters.xy;\n"
2117 " for (i = 1;i < SAMPLES;i++)\n"
2119 " color += tex2D(Texture_First, tc).rgb;\n"
2120 " tc += BloomBlur_Parameters.xy;\n"
2122 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2141 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 " ModelViewProjectionPosition = gl_Position;\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2163 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 " // FIXME temporary hack to detect the case that the reflection\n"
2168 " // gets blackened at edges due to leaving the area that contains actual\n"
2170 " // Remove this 'ack once we have a better way to stop this thing from\n"
2172 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2180 "#else // !MODE_REFRACTION\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 " // FIXME temporary hack to detect the case that the reflection\n"
2235 " // gets blackened at edges due to leaving the area that contains actual\n"
2237 " // Remove this 'ack once we have a better way to stop this thing from\n"
2239 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2253 "#else // !MODE_WATER\n"
2258 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 " fogfrac = fogheightpixel.a;\n"
2270 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 " // 14 sample relief mapping: linear search and then binary search\n"
2287 " // this basically steps forward a small amount repeatedly until it finds\n"
2288 " // itself inside solid, then jitters forward and back using decreasing\n"
2289 " // amounts to find the impact\n"
2290 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 RT = float3(TexCoord, 1);\n"
2294 " OffsetVector *= 0.1;\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2311 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 " // this basically moves forward the full distance, and then backs up based\n"
2313 " // on height of samples\n"
2314 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " TexCoord += OffsetVector;\n"
2318 " OffsetVector *= 0.333;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " return TexCoord;\n"
2325 "#endif // USEOFFSETMAPPING\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 " float3 adir = abs(dir);\n"
2336 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 " float3 adir = abs(dir);\n"
2344 " float ma = adir.z;\n"
2345 " float4 proj = float4(dir, 2.5);\n"
2346 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 " float3 adir = abs(dir);\n"
2359 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2376 "# ifdef USESHADOWSAMPLER\n"
2378 "# ifdef USESHADOWMAPPCF\n"
2379 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2382 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2387 "# ifdef USESHADOWMAPPCF\n"
2388 "# if USESHADOWMAPPCF > 1\n"
2389 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2392 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2393 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2394 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2395 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 " float2 offset = frac(shadowmaptc.xy);\n"
2400 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2402 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2403 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2407 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2411 "# ifdef USESHADOWMAPORTHO\n"
2412 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2433 "# ifdef USESHADOWSAMPLER\n"
2434 "# ifdef USESHADOWMAPPCF\n"
2435 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2439 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2442 "# ifdef USESHADOWMAPPCF\n"
2443 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "# ifdef GL_ARB_texture_gather\n"
2445 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 " center *= ShadowMap_TextureScale;\n"
2451 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2454 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2455 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2460 "# if USESHADOWMAPPCF > 1\n"
2461 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 " center *= ShadowMap_TextureScale;\n"
2463 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2464 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2465 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2466 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2467 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2473 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2474 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2479 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2482 "# ifdef USESHADOWMAPORTHO\n"
2483 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 " // apply depth texture cubemap as light filter\n"
2494 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "# ifdef USESHADOWSAMPLER\n"
2497 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2542 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 " gl_FrontColor = gl_Color;\n"
2545 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2548 " // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2556 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2587 " float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 " // apply offsetmapping\n"
2590 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2594 "#ifdef USEALPHAKILL\n"
2595 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2633 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "#endif // VERTEX_SHADER\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2698 " // calculate viewspace pixel position\n"
2699 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 " float3 position;\n"
2702 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 " // decode viewspace pixel normal\n"
2705 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 " // surfacenormal = pixel normal in viewspace\n"
2708 " // LightVector = pixel to light in viewspace\n"
2709 " // CubeVector = position in lightspace\n"
2710 " // eyevector = pixel to view in viewspace\n"
2711 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 " // calculate diffuse shading\n"
2715 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#ifdef USESPECULAR\n"
2719 " // calculate directional shading\n"
2720 " float3 eyevector = position * -1.0;\n"
2721 "# ifdef USEEXACTSPECULARMATH\n"
2722 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 " fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2747 "#ifdef USEDIFFUSE\n"
2748 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#ifdef USESPECULAR\n"
2753 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2758 "# ifdef USECUBEFILTER\n"
2759 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 " gl_FragData0.rgb *= cubecolor;\n"
2761 " gl_FragData1.rgb *= cubecolor;\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2770 "#ifdef VERTEX_SHADER\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "out float4 gl_Position : POSITION\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 " gl_FrontColor = gl_Color;\n"
2840 " // copy the surface texcoord\n"
2841 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#ifdef USELIGHTMAP\n"
2846 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 " // transform vertex position into light attenuation/cubemap space\n"
2851 " // (-1 to +1 across the light box)\n"
2852 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "# ifdef USEDIFFUSE\n"
2855 " // transform unnormalized light direction into tangent space\n"
2856 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 " // normalize it per pixel)\n"
2858 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2871 " // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 " VectorS = gl_MultiTexCoord1.xyz;\n"
2886 " VectorT = gl_MultiTexCoord2.xyz;\n"
2887 " VectorR = gl_MultiTexCoord3.xyz;\n"
2890 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2897 "#ifdef USEREFLECTION\n"
2898 " ModelViewProjectionPosition = gl_Position;\n"
2901 "#endif // VERTEX_SHADER\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2950 "uniform sampler2D Texture_Glow,\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3014 "uniform half3 Color_Glow,\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "out float4 gl_FragColor : COLOR\n"
3079 " float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 " // apply offsetmapping\n"
3085 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3089 " // combine the diffuse textures (base, pants, shirt)\n"
3090 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 " if (color.a < 0.5)\n"
3095 " color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3108 " // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3115 " // get the material colors\n"
3116 " half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 " // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 " half3 lightnormal = half3(normalize(LightVector));\n"
3139 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3151 " color.rgb = diffusetex * Color_Ambient;\n"
3153 " color.rgb *= LightColor;\n"
3154 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3173 "# ifdef USECUBEFILTER\n"
3174 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#ifdef USEDIFFUSE\n"
3184 " half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 " // convert modelspace light vector to tangentspace\n"
3194 " half3 lightnormal;\n"
3195 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 " color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3233 "# ifdef USEDIFFUSE\n"
3234 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "# ifdef USESPECULAR\n"
3236 "# ifdef USEEXACTSPECULARMATH\n"
3237 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3277 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3280 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3281 "#ifdef USEREFLECTION\n"
3282 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 " // FIXME temporary hack to detect the case that the reflection\n"
3287 " // gets blackened at edges due to leaving the area that contains actual\n"
3289 " // Remove this 'ack once we have a better way to stop this thing from\n"
3291 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3299 " gl_FragColor = float4(color);\n"
3301 "#endif // FRAGMENT_SHADER\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3317 //=======================================================================================================================================================
3319 typedef struct shaderpermutationinfo_s
3321 const char *pretext;
3324 shaderpermutationinfo_t;
3326 typedef struct shadermodeinfo_s
3328 const char *vertexfilename;
3329 const char *geometryfilename;
3330 const char *fragmentfilename;
3331 const char *pretext;
3336 typedef enum shaderpermutation_e
3338 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 shaderpermutation_t;
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {"#define USEDIFFUSE\n", " diffuse"},
3376 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377 {"#define USEVIEWTINT\n", " viewtint"},
3378 {"#define USECOLORMAPPING\n", " colormapping"},
3379 {"#define USESATURATION\n", " saturation"},
3380 {"#define USEFOGINSIDE\n", " foginside"},
3381 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383 {"#define USEGAMMARAMPS\n", " gammaramps"},
3384 {"#define USECUBEFILTER\n", " cubefilter"},
3385 {"#define USEGLOW\n", " glow"},
3386 {"#define USEBLOOM\n", " bloom"},
3387 {"#define USESPECULAR\n", " specular"},
3388 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390 {"#define USEREFLECTION\n", " reflection"},
3391 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402 {"#define USEALPHAKILL\n", " alphakill"},
3403 {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3409 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3472 /// hash lookup data
3473 struct r_glsl_permutation_s *hashnext;
3475 unsigned int permutation;
3477 /// indicates if we have tried compiling this permutation already
3479 /// 0 if compilation failed
3481 /// locations of detected uniforms in program object, or -1 if not found
3482 int loc_Texture_First;
3483 int loc_Texture_Second;
3484 int loc_Texture_GammaRamps;
3485 int loc_Texture_Normal;
3486 int loc_Texture_Color;
3487 int loc_Texture_Gloss;
3488 int loc_Texture_Glow;
3489 int loc_Texture_SecondaryNormal;
3490 int loc_Texture_SecondaryColor;
3491 int loc_Texture_SecondaryGloss;
3492 int loc_Texture_SecondaryGlow;
3493 int loc_Texture_Pants;
3494 int loc_Texture_Shirt;
3495 int loc_Texture_FogHeightTexture;
3496 int loc_Texture_FogMask;
3497 int loc_Texture_Lightmap;
3498 int loc_Texture_Deluxemap;
3499 int loc_Texture_Attenuation;
3500 int loc_Texture_Cube;
3501 int loc_Texture_Refraction;
3502 int loc_Texture_Reflection;
3503 int loc_Texture_ShadowMapRect;
3504 int loc_Texture_ShadowMapCube;
3505 int loc_Texture_ShadowMap2D;
3506 int loc_Texture_CubeProjection;
3507 int loc_Texture_ScreenDepth;
3508 int loc_Texture_ScreenNormalMap;
3509 int loc_Texture_ScreenDiffuse;
3510 int loc_Texture_ScreenSpecular;
3511 int loc_Texture_ReflectMask;
3512 int loc_Texture_ReflectCube;
3514 int loc_BloomBlur_Parameters;
3516 int loc_Color_Ambient;
3517 int loc_Color_Diffuse;
3518 int loc_Color_Specular;
3520 int loc_Color_Pants;
3521 int loc_Color_Shirt;
3522 int loc_DeferredColor_Ambient;
3523 int loc_DeferredColor_Diffuse;
3524 int loc_DeferredColor_Specular;
3525 int loc_DeferredMod_Diffuse;
3526 int loc_DeferredMod_Specular;
3527 int loc_DistortScaleRefractReflect;
3528 int loc_EyePosition;
3530 int loc_FogHeightFade;
3532 int loc_FogPlaneViewDist;
3533 int loc_FogRangeRecip;
3536 int loc_LightPosition;
3537 int loc_OffsetMapping_Scale;
3539 int loc_ReflectColor;
3540 int loc_ReflectFactor;
3541 int loc_ReflectOffset;
3542 int loc_RefractColor;
3544 int loc_ScreenCenterRefractReflect;
3545 int loc_ScreenScaleRefractReflect;
3546 int loc_ScreenToDepth;
3547 int loc_ShadowMap_Parameters;
3548 int loc_ShadowMap_TextureScale;
3549 int loc_SpecularPower;
3554 int loc_ViewTintColor;
3555 int loc_ViewToLight;
3556 int loc_ModelToLight;
3558 int loc_BackgroundTexMatrix;
3559 int loc_ModelViewProjectionMatrix;
3560 int loc_ModelViewMatrix;
3561 int loc_PixelToScreenTexCoord;
3562 int loc_ModelToReflectCube;
3563 int loc_ShadowMapMatrix;
3565 r_glsl_permutation_t;
3567 #define SHADERPERMUTATION_HASHSIZE 256
3569 /// information about each possible shader permutation
3570 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3571 /// currently selected permutation
3572 r_glsl_permutation_t *r_glsl_permutation;
3573 /// storage for permutations linked in the hash table
3574 memexpandablearray_t r_glsl_permutationarray;
3576 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 //unsigned int hashdepth = 0;
3579 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3580 r_glsl_permutation_t *p;
3581 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583 if (p->mode == mode && p->permutation == permutation)
3585 //if (hashdepth > 10)
3586 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3591 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593 p->permutation = permutation;
3594 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3595 r_glsl_permutationhash[mode][hashindex] = p;
3596 //if (hashdepth > 10)
3597 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3601 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3604 if (!filename || !filename[0])
3606 if (!strcmp(filename, "glsl/default.glsl"))
3608 if (!glslshaderstring)
3610 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3611 if (glslshaderstring)
3612 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614 glslshaderstring = (char *)builtinshaderstring;
3616 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3617 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3618 return shaderstring;
3620 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3623 if (printfromdisknotice)
3624 Con_DPrintf("from disk %s... ", filename);
3625 return shaderstring;
3627 return shaderstring;
3630 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3633 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3634 int vertstrings_count = 0;
3635 int geomstrings_count = 0;
3636 int fragstrings_count = 0;
3637 char *vertexstring, *geometrystring, *fragmentstring;
3638 const char *vertstrings_list[32+3];
3639 const char *geomstrings_list[32+3];
3640 const char *fragstrings_list[32+3];
3641 char permutationname[256];
3648 permutationname[0] = 0;
3649 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3650 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3651 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655 // the first pretext is which type of shader to compile as
3656 // (later these will all be bound together as a program object)
3657 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3658 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3659 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661 // the second pretext is the mode (for example a light source)
3662 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3663 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3664 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3665 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667 // now add all the permutation pretexts
3668 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670 if (permutation & (1<<i))
3672 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3673 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3674 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3675 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3679 // keep line numbers correct
3680 vertstrings_list[vertstrings_count++] = "\n";
3681 geomstrings_list[geomstrings_count++] = "\n";
3682 fragstrings_list[fragstrings_count++] = "\n";
3686 // now append the shader text itself
3687 vertstrings_list[vertstrings_count++] = vertexstring;
3688 geomstrings_list[geomstrings_count++] = geometrystring;
3689 fragstrings_list[fragstrings_count++] = fragmentstring;
3691 // if any sources were NULL, clear the respective list
3693 vertstrings_count = 0;
3694 if (!geometrystring)
3695 geomstrings_count = 0;
3696 if (!fragmentstring)
3697 fragstrings_count = 0;
3699 // compile the shader program
3700 if (vertstrings_count + geomstrings_count + fragstrings_count)
3701 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3705 qglUseProgramObjectARB(p->program);CHECKGLERROR
3706 // look up all the uniform variable names we care about, so we don't
3707 // have to look them up every time we set them
3709 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3710 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3711 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3712 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3713 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3714 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3715 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3716 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3717 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3718 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3719 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3720 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3721 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3722 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3723 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3724 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3725 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3726 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3727 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3728 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3729 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3730 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3731 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3732 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3733 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3734 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3735 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3736 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3737 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3738 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3739 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3740 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3741 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3742 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3743 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3744 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3745 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3746 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3747 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3748 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3749 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3750 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3751 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3752 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3753 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3754 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3755 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3756 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3757 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3758 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3759 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3760 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3761 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3762 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3763 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3764 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3765 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3766 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3767 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3768 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3769 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3770 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3771 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3772 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3773 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3774 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3775 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3776 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3777 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3778 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3779 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3780 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3781 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3782 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3783 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3784 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3785 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3786 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3787 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3788 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3789 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3790 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3791 // initialize the samplers to refer to the texture units we use
3792 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3793 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3794 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3798 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3799 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3800 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3801 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3802 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3803 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3804 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3805 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3806 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3807 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3808 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3809 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3810 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3811 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3812 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3813 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3814 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3815 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3816 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3817 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3818 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3819 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3820 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3821 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3822 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3824 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3827 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3831 Mem_Free(vertexstring);
3833 Mem_Free(geometrystring);
3835 Mem_Free(fragmentstring);
3838 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3840 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3841 if (r_glsl_permutation != perm)
3843 r_glsl_permutation = perm;
3844 if (!r_glsl_permutation->program)
3846 if (!r_glsl_permutation->compiled)
3847 R_GLSL_CompilePermutation(perm, mode, permutation);
3848 if (!r_glsl_permutation->program)
3850 // remove features until we find a valid permutation
3852 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3854 // reduce i more quickly whenever it would not remove any bits
3855 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3856 if (!(permutation & j))
3859 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3860 if (!r_glsl_permutation->compiled)
3861 R_GLSL_CompilePermutation(perm, mode, permutation);
3862 if (r_glsl_permutation->program)
3865 if (i >= SHADERPERMUTATION_COUNT)
3867 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3868 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3869 qglUseProgramObjectARB(0);CHECKGLERROR
3870 return; // no bit left to clear, entire mode is broken
3875 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3877 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3878 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3879 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3883 #include <Cg/cgGL.h>
3884 struct r_cg_permutation_s;
3885 typedef struct r_cg_permutation_s
3887 /// hash lookup data
3888 struct r_cg_permutation_s *hashnext;
3890 unsigned int permutation;
3892 /// indicates if we have tried compiling this permutation already
3894 /// 0 if compilation failed
3897 /// locations of detected parameters in programs, or NULL if not found
3898 CGparameter vp_EyePosition;
3899 CGparameter vp_FogPlane;
3900 CGparameter vp_LightDir;
3901 CGparameter vp_LightPosition;
3902 CGparameter vp_ModelToLight;
3903 CGparameter vp_TexMatrix;
3904 CGparameter vp_BackgroundTexMatrix;
3905 CGparameter vp_ModelViewProjectionMatrix;
3906 CGparameter vp_ModelViewMatrix;
3907 CGparameter vp_ShadowMapMatrix;
3909 CGparameter fp_Texture_First;
3910 CGparameter fp_Texture_Second;
3911 CGparameter fp_Texture_GammaRamps;
3912 CGparameter fp_Texture_Normal;
3913 CGparameter fp_Texture_Color;
3914 CGparameter fp_Texture_Gloss;
3915 CGparameter fp_Texture_Glow;
3916 CGparameter fp_Texture_SecondaryNormal;
3917 CGparameter fp_Texture_SecondaryColor;
3918 CGparameter fp_Texture_SecondaryGloss;
3919 CGparameter fp_Texture_SecondaryGlow;
3920 CGparameter fp_Texture_Pants;
3921 CGparameter fp_Texture_Shirt;
3922 CGparameter fp_Texture_FogHeightTexture;
3923 CGparameter fp_Texture_FogMask;
3924 CGparameter fp_Texture_Lightmap;
3925 CGparameter fp_Texture_Deluxemap;
3926 CGparameter fp_Texture_Attenuation;
3927 CGparameter fp_Texture_Cube;
3928 CGparameter fp_Texture_Refraction;
3929 CGparameter fp_Texture_Reflection;
3930 CGparameter fp_Texture_ShadowMapRect;
3931 CGparameter fp_Texture_ShadowMapCube;
3932 CGparameter fp_Texture_ShadowMap2D;
3933 CGparameter fp_Texture_CubeProjection;
3934 CGparameter fp_Texture_ScreenDepth;
3935 CGparameter fp_Texture_ScreenNormalMap;
3936 CGparameter fp_Texture_ScreenDiffuse;
3937 CGparameter fp_Texture_ScreenSpecular;
3938 CGparameter fp_Texture_ReflectMask;
3939 CGparameter fp_Texture_ReflectCube;
3940 CGparameter fp_Alpha;
3941 CGparameter fp_BloomBlur_Parameters;
3942 CGparameter fp_ClientTime;
3943 CGparameter fp_Color_Ambient;
3944 CGparameter fp_Color_Diffuse;
3945 CGparameter fp_Color_Specular;
3946 CGparameter fp_Color_Glow;
3947 CGparameter fp_Color_Pants;
3948 CGparameter fp_Color_Shirt;
3949 CGparameter fp_DeferredColor_Ambient;
3950 CGparameter fp_DeferredColor_Diffuse;
3951 CGparameter fp_DeferredColor_Specular;
3952 CGparameter fp_DeferredMod_Diffuse;
3953 CGparameter fp_DeferredMod_Specular;
3954 CGparameter fp_DistortScaleRefractReflect;
3955 CGparameter fp_EyePosition;
3956 CGparameter fp_FogColor;
3957 CGparameter fp_FogHeightFade;
3958 CGparameter fp_FogPlane;
3959 CGparameter fp_FogPlaneViewDist;
3960 CGparameter fp_FogRangeRecip;
3961 CGparameter fp_LightColor;
3962 CGparameter fp_LightDir;
3963 CGparameter fp_LightPosition;
3964 CGparameter fp_OffsetMapping_Scale;
3965 CGparameter fp_PixelSize;
3966 CGparameter fp_ReflectColor;
3967 CGparameter fp_ReflectFactor;
3968 CGparameter fp_ReflectOffset;
3969 CGparameter fp_RefractColor;
3970 CGparameter fp_Saturation;
3971 CGparameter fp_ScreenCenterRefractReflect;
3972 CGparameter fp_ScreenScaleRefractReflect;
3973 CGparameter fp_ScreenToDepth;
3974 CGparameter fp_ShadowMap_Parameters;
3975 CGparameter fp_ShadowMap_TextureScale;
3976 CGparameter fp_SpecularPower;
3977 CGparameter fp_UserVec1;
3978 CGparameter fp_UserVec2;
3979 CGparameter fp_UserVec3;
3980 CGparameter fp_UserVec4;
3981 CGparameter fp_ViewTintColor;
3982 CGparameter fp_ViewToLight;
3983 CGparameter fp_PixelToScreenTexCoord;
3984 CGparameter fp_ModelToReflectCube;
3988 /// information about each possible shader permutation
3989 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3990 /// currently selected permutation
3991 r_cg_permutation_t *r_cg_permutation;
3992 /// storage for permutations linked in the hash table
3993 memexpandablearray_t r_cg_permutationarray;
3995 #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));}}
3997 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3999 //unsigned int hashdepth = 0;
4000 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4001 r_cg_permutation_t *p;
4002 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4004 if (p->mode == mode && p->permutation == permutation)
4006 //if (hashdepth > 10)
4007 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4012 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4014 p->permutation = permutation;
4015 p->hashnext = r_cg_permutationhash[mode][hashindex];
4016 r_cg_permutationhash[mode][hashindex] = p;
4017 //if (hashdepth > 10)
4018 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4022 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4025 if (!filename || !filename[0])
4027 if (!strcmp(filename, "cg/default.cg"))
4029 if (!cgshaderstring)
4031 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4033 Con_DPrintf("Loading shaders from file %s...\n", filename);
4035 cgshaderstring = (char *)builtincgshaderstring;
4037 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4038 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4039 return shaderstring;
4041 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4044 if (printfromdisknotice)
4045 Con_DPrintf("from disk %s... ", filename);
4046 return shaderstring;
4048 return shaderstring;
4051 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4053 // TODO: load or create .fp and .vp shader files
4056 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4059 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4060 int vertstrings_count = 0, vertstring_length = 0;
4061 int geomstrings_count = 0, geomstring_length = 0;
4062 int fragstrings_count = 0, fragstring_length = 0;
4064 char *vertexstring, *geometrystring, *fragmentstring;
4065 char *vertstring, *geomstring, *fragstring;
4066 const char *vertstrings_list[32+3];
4067 const char *geomstrings_list[32+3];
4068 const char *fragstrings_list[32+3];
4069 char permutationname[256];
4070 char cachename[256];
4071 CGprofile vertexProfile;
4072 CGprofile fragmentProfile;
4080 permutationname[0] = 0;
4082 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4083 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4084 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4087 strlcat(cachename, "cg/", sizeof(cachename));
4089 // the first pretext is which type of shader to compile as
4090 // (later these will all be bound together as a program object)
4091 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4092 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4093 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095 // the second pretext is the mode (for example a light source)
4096 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4097 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4098 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4099 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4100 strlcat(cachename, modeinfo->name, sizeof(cachename));
4102 // now add all the permutation pretexts
4103 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105 if (permutation & (1<<i))
4107 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4108 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4109 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4110 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4111 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4115 // keep line numbers correct
4116 vertstrings_list[vertstrings_count++] = "\n";
4117 geomstrings_list[geomstrings_count++] = "\n";
4118 fragstrings_list[fragstrings_count++] = "\n";
4122 // replace spaces in the cachename with _ characters
4123 for (i = 0;cachename[i];i++)
4124 if (cachename[i] == ' ')
4127 // now append the shader text itself
4128 vertstrings_list[vertstrings_count++] = vertexstring;
4129 geomstrings_list[geomstrings_count++] = geometrystring;
4130 fragstrings_list[fragstrings_count++] = fragmentstring;
4132 // if any sources were NULL, clear the respective list
4134 vertstrings_count = 0;
4135 if (!geometrystring)
4136 geomstrings_count = 0;
4137 if (!fragmentstring)
4138 fragstrings_count = 0;
4140 vertstring_length = 0;
4141 for (i = 0;i < vertstrings_count;i++)
4142 vertstring_length += strlen(vertstrings_list[i]);
4143 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4144 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4145 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4147 geomstring_length = 0;
4148 for (i = 0;i < geomstrings_count;i++)
4149 geomstring_length += strlen(geomstrings_list[i]);
4150 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4151 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4152 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4154 fragstring_length = 0;
4155 for (i = 0;i < fragstrings_count;i++)
4156 fragstring_length += strlen(fragstrings_list[i]);
4157 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4158 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4159 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4163 //vertexProfile = CG_PROFILE_ARBVP1;
4164 //fragmentProfile = CG_PROFILE_ARBFP1;
4165 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4166 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4167 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4168 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4169 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4172 // try to load the cached shader, or generate one
4173 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4175 // if caching failed, do a dynamic compile for now
4177 if (vertstring[0] && !p->vprogram)
4178 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4180 if (fragstring[0] && !p->fprogram)
4181 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4184 // look up all the uniform variable names we care about, so we don't
4185 // have to look them up every time we set them
4189 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4190 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4191 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4192 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4193 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4194 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4195 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4196 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4197 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4198 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4199 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4200 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4206 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4207 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4208 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4209 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4210 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4211 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4212 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4213 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4214 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4215 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4216 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4217 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4218 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4219 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4220 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4221 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4222 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4223 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4224 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4225 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4226 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4227 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4228 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4229 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4230 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4231 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4232 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4233 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4234 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4235 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4236 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4237 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4238 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4239 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4240 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4241 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4242 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4243 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4244 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4245 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4246 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4247 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4248 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4249 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4250 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4251 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4252 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4253 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4254 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4255 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4256 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4257 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4258 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4259 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4260 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4261 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4262 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4263 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4264 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4265 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4266 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4267 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4268 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4269 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4270 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4271 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4272 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4273 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4274 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4275 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4276 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4277 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4278 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4279 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4280 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4281 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4282 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4283 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4287 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4288 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4290 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4294 Mem_Free(vertstring);
4296 Mem_Free(geomstring);
4298 Mem_Free(fragstring);
4300 Mem_Free(vertexstring);
4302 Mem_Free(geometrystring);
4304 Mem_Free(fragmentstring);
4307 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4309 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4312 if (r_cg_permutation != perm)
4314 r_cg_permutation = perm;
4315 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4317 if (!r_cg_permutation->compiled)
4318 R_CG_CompilePermutation(perm, mode, permutation);
4319 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321 // remove features until we find a valid permutation
4323 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4325 // reduce i more quickly whenever it would not remove any bits
4326 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4327 if (!(permutation & j))
4330 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4331 if (!r_cg_permutation->compiled)
4332 R_CG_CompilePermutation(perm, mode, permutation);
4333 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4336 if (i >= SHADERPERMUTATION_COUNT)
4338 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4339 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4340 return; // no bit left to clear, entire mode is broken
4346 if (r_cg_permutation->vprogram)
4348 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357 if (r_cg_permutation->fprogram)
4359 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4370 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4371 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4372 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4375 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4377 cgGLSetTextureParameter(param, R_GetTexture(tex));
4378 cgGLEnableTextureParameter(param);
4382 void R_GLSL_Restart_f(void)
4384 unsigned int i, limit;
4385 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4386 Mem_Free(glslshaderstring);
4387 glslshaderstring = NULL;
4388 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4389 Mem_Free(cgshaderstring);
4390 cgshaderstring = NULL;
4391 switch(vid.renderpath)
4393 case RENDERPATH_GL20:
4395 r_glsl_permutation_t *p;
4396 r_glsl_permutation = NULL;
4397 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4398 for (i = 0;i < limit;i++)
4400 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4402 GL_Backend_FreeProgram(p->program);
4403 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4406 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4409 case RENDERPATH_CGGL:
4412 r_cg_permutation_t *p;
4413 r_cg_permutation = NULL;
4414 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4419 for (i = 0;i < limit;i++)
4421 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4424 cgDestroyProgram(p->vprogram);
4426 cgDestroyProgram(p->fprogram);
4427 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4430 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4434 case RENDERPATH_GL13:
4435 case RENDERPATH_GL11:
4440 void R_GLSL_DumpShader_f(void)
4445 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4448 FS_Print(file, "/* The engine may define the following macros:\n");
4449 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4450 for (i = 0;i < SHADERMODE_COUNT;i++)
4451 FS_Print(file, glslshadermodeinfo[i].pretext);
4452 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4453 FS_Print(file, shaderpermutationinfo[i].pretext);
4454 FS_Print(file, "*/\n");
4455 FS_Print(file, builtinshaderstring);
4457 Con_Printf("glsl/default.glsl written\n");
4460 Con_Printf("failed to write to glsl/default.glsl\n");
4463 file = FS_OpenRealFile("cg/default.cg", "w", false);
4466 FS_Print(file, "/* The engine may define the following macros:\n");
4467 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4468 for (i = 0;i < SHADERMODE_COUNT;i++)
4469 FS_Print(file, cgshadermodeinfo[i].pretext);
4470 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4471 FS_Print(file, shaderpermutationinfo[i].pretext);
4472 FS_Print(file, "*/\n");
4473 FS_Print(file, builtincgshaderstring);
4475 Con_Printf("cg/default.cg written\n");
4478 Con_Printf("failed to write to cg/default.cg\n");
4482 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4485 texturemode = GL_MODULATE;
4486 switch (vid.renderpath)
4488 case RENDERPATH_GL20:
4489 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))));
4490 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4491 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4493 case RENDERPATH_CGGL:
4496 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))));
4497 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4498 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4501 case RENDERPATH_GL13:
4502 R_Mesh_TexBind(0, first );
4503 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4504 R_Mesh_TexBind(1, second);
4506 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4508 case RENDERPATH_GL11:
4509 R_Mesh_TexBind(0, first );
4514 void R_SetupShader_DepthOrShadow(void)
4516 switch (vid.renderpath)
4518 case RENDERPATH_GL20:
4519 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4521 case RENDERPATH_CGGL:
4523 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4526 case RENDERPATH_GL13:
4527 R_Mesh_TexBind(0, 0);
4528 R_Mesh_TexBind(1, 0);
4530 case RENDERPATH_GL11:
4531 R_Mesh_TexBind(0, 0);
4536 void R_SetupShader_ShowDepth(void)
4538 switch (vid.renderpath)
4540 case RENDERPATH_GL20:
4541 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4543 case RENDERPATH_CGGL:
4545 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4548 case RENDERPATH_GL13:
4550 case RENDERPATH_GL11:
4555 extern qboolean r_shadow_usingdeferredprepass;
4556 extern cvar_t r_shadow_deferred_8bitrange;
4557 extern rtexture_t *r_shadow_attenuationgradienttexture;
4558 extern rtexture_t *r_shadow_attenuation2dtexture;
4559 extern rtexture_t *r_shadow_attenuation3dtexture;
4560 extern qboolean r_shadow_usingshadowmaprect;
4561 extern qboolean r_shadow_usingshadowmapcube;
4562 extern qboolean r_shadow_usingshadowmap2d;
4563 extern qboolean r_shadow_usingshadowmaportho;
4564 extern float r_shadow_shadowmap_texturescale[2];
4565 extern float r_shadow_shadowmap_parameters[4];
4566 extern qboolean r_shadow_shadowmapvsdct;
4567 extern qboolean r_shadow_shadowmapsampler;
4568 extern int r_shadow_shadowmappcf;
4569 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4570 extern rtexture_t *r_shadow_shadowmap2dtexture;
4571 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4572 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4573 extern matrix4x4_t r_shadow_shadowmapmatrix;
4574 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4575 extern int r_shadow_prepass_width;
4576 extern int r_shadow_prepass_height;
4577 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4578 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4581 extern cvar_t gl_mesh_separatearrays;
4582 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4584 // select a permutation of the lighting shader appropriate to this
4585 // combination of texture, entity, light source, and fogging, only use the
4586 // minimum features necessary to avoid wasting rendering time in the
4587 // fragment shader on features that are not being used
4588 unsigned int permutation = 0;
4589 unsigned int mode = 0;
4591 if (rsurfacepass == RSURFPASS_BACKGROUND)
4593 // distorted background
4594 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4595 mode = SHADERMODE_WATER;
4596 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4597 mode = SHADERMODE_REFRACTION;
4600 mode = SHADERMODE_GENERIC;
4601 permutation |= SHADERPERMUTATION_DIFFUSE;
4603 GL_AlphaTest(false);
4604 GL_BlendFunc(GL_ONE, GL_ZERO);
4606 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4608 if (r_glsl_offsetmapping.integer)
4610 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4611 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4612 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4613 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4614 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617 if (r_glsl_offsetmapping_reliefmapping.integer)
4618 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4622 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4624 permutation |= SHADERPERMUTATION_ALPHAKILL;
4625 // normalmap (deferred prepass), may use alpha test on diffuse
4626 mode = SHADERMODE_DEFERREDGEOMETRY;
4627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629 GL_AlphaTest(false);
4630 GL_BlendFunc(GL_ONE, GL_ZERO);
4632 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4634 if (r_glsl_offsetmapping.integer)
4636 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4637 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4638 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4639 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4640 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4642 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4643 if (r_glsl_offsetmapping_reliefmapping.integer)
4644 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4647 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4648 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4650 mode = SHADERMODE_LIGHTSOURCE;
4651 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4652 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4653 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4654 permutation |= SHADERPERMUTATION_CUBEFILTER;
4655 if (diffusescale > 0)
4656 permutation |= SHADERPERMUTATION_DIFFUSE;
4657 if (specularscale > 0)
4659 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4660 if (r_shadow_glossexact.integer)
4661 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4663 if (r_refdef.fogenabled)
4664 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4665 if (rsurface.texture->colormapping)
4666 permutation |= SHADERPERMUTATION_COLORMAPPING;
4667 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4669 if (r_shadow_usingshadowmaprect)
4670 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4671 if (r_shadow_usingshadowmap2d)
4672 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4673 if (r_shadow_usingshadowmapcube)
4674 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4675 else if(r_shadow_shadowmapvsdct)
4676 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4678 if (r_shadow_shadowmapsampler)
4679 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4680 if (r_shadow_shadowmappcf > 1)
4681 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4682 else if (r_shadow_shadowmappcf)
4683 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4685 if (rsurface.texture->reflectmasktexture)
4686 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4687 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4690 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4692 if (r_glsl_offsetmapping.integer)
4694 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4695 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4696 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4697 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4698 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4700 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4701 if (r_glsl_offsetmapping_reliefmapping.integer)
4702 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4705 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4706 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4707 // unshaded geometry (fullbright or ambient model lighting)
4708 mode = SHADERMODE_FLATCOLOR;
4709 ambientscale = diffusescale = specularscale = 0;
4710 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4711 permutation |= SHADERPERMUTATION_GLOW;
4712 if (r_refdef.fogenabled)
4713 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4714 if (rsurface.texture->colormapping)
4715 permutation |= SHADERPERMUTATION_COLORMAPPING;
4716 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4718 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4719 if (r_shadow_usingshadowmaprect)
4720 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4721 if (r_shadow_usingshadowmap2d)
4722 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4724 if (r_shadow_shadowmapsampler)
4725 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4726 if (r_shadow_shadowmappcf > 1)
4727 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4728 else if (r_shadow_shadowmappcf)
4729 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4731 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4732 permutation |= SHADERPERMUTATION_REFLECTION;
4733 if (rsurface.texture->reflectmasktexture)
4734 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4735 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4736 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4738 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4740 if (r_glsl_offsetmapping.integer)
4742 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4743 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4744 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4745 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4746 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4748 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4749 if (r_glsl_offsetmapping_reliefmapping.integer)
4750 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4753 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4754 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4755 // directional model lighting
4756 mode = SHADERMODE_LIGHTDIRECTION;
4757 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4758 permutation |= SHADERPERMUTATION_GLOW;
4759 permutation |= SHADERPERMUTATION_DIFFUSE;
4760 if (specularscale > 0)
4762 permutation |= SHADERPERMUTATION_SPECULAR;
4763 if (r_shadow_glossexact.integer)
4764 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4766 if (r_refdef.fogenabled)
4767 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4768 if (rsurface.texture->colormapping)
4769 permutation |= SHADERPERMUTATION_COLORMAPPING;
4770 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4772 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4773 if (r_shadow_usingshadowmaprect)
4774 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4775 if (r_shadow_usingshadowmap2d)
4776 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4778 if (r_shadow_shadowmapsampler)
4779 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4780 if (r_shadow_shadowmappcf > 1)
4781 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4782 else if (r_shadow_shadowmappcf)
4783 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4785 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4786 permutation |= SHADERPERMUTATION_REFLECTION;
4787 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4788 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4789 if (rsurface.texture->reflectmasktexture)
4790 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4791 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4792 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4794 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4796 if (r_glsl_offsetmapping.integer)
4798 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4799 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4800 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4801 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4802 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4804 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4805 if (r_glsl_offsetmapping_reliefmapping.integer)
4806 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4809 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4810 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4811 // ambient model lighting
4812 mode = SHADERMODE_LIGHTDIRECTION;
4813 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4814 permutation |= SHADERPERMUTATION_GLOW;
4815 if (r_refdef.fogenabled)
4816 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4817 if (rsurface.texture->colormapping)
4818 permutation |= SHADERPERMUTATION_COLORMAPPING;
4819 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4821 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4822 if (r_shadow_usingshadowmaprect)
4823 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4824 if (r_shadow_usingshadowmap2d)
4825 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4827 if (r_shadow_shadowmapsampler)
4828 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4829 if (r_shadow_shadowmappcf > 1)
4830 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4831 else if (r_shadow_shadowmappcf)
4832 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4834 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4835 permutation |= SHADERPERMUTATION_REFLECTION;
4836 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4837 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4838 if (rsurface.texture->reflectmasktexture)
4839 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4840 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4841 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4845 if (r_glsl_offsetmapping.integer)
4847 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4848 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4849 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4850 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4851 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4853 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4854 if (r_glsl_offsetmapping_reliefmapping.integer)
4855 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4858 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4859 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4861 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4862 permutation |= SHADERPERMUTATION_GLOW;
4863 if (r_refdef.fogenabled)
4864 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4865 if (rsurface.texture->colormapping)
4866 permutation |= SHADERPERMUTATION_COLORMAPPING;
4867 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4869 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4870 if (r_shadow_usingshadowmaprect)
4871 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4872 if (r_shadow_usingshadowmap2d)
4873 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4875 if (r_shadow_shadowmapsampler)
4876 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4877 if (r_shadow_shadowmappcf > 1)
4878 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4879 else if (r_shadow_shadowmappcf)
4880 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4882 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4883 permutation |= SHADERPERMUTATION_REFLECTION;
4884 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4885 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4886 if (rsurface.texture->reflectmasktexture)
4887 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4888 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4890 // deluxemapping (light direction texture)
4891 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4892 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4894 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4895 permutation |= SHADERPERMUTATION_DIFFUSE;
4896 if (specularscale > 0)
4898 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4899 if (r_shadow_glossexact.integer)
4900 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4903 else if (r_glsl_deluxemapping.integer >= 2)
4905 // fake deluxemapping (uniform light direction in tangentspace)
4906 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4907 permutation |= SHADERPERMUTATION_DIFFUSE;
4908 if (specularscale > 0)
4910 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4911 if (r_shadow_glossexact.integer)
4912 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4915 else if (rsurface.uselightmaptexture)
4917 // ordinary lightmapping (q1bsp, q3bsp)
4918 mode = SHADERMODE_LIGHTMAP;
4922 // ordinary vertex coloring (q3bsp)
4923 mode = SHADERMODE_VERTEXCOLOR;
4925 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4926 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4928 switch(vid.renderpath)
4930 case RENDERPATH_GL20:
4931 if (gl_mesh_separatearrays.integer)
4933 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4934 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4935 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4936 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4937 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4938 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4939 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4940 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4944 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4945 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4947 R_SetupShader_SetPermutationGLSL(mode, permutation);
4948 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4949 if (mode == SHADERMODE_LIGHTSOURCE)
4951 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4952 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4953 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4954 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);
4955 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);
4956 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);
4958 // additive passes are only darkened by fog, not tinted
4959 if (r_glsl_permutation->loc_FogColor >= 0)
4960 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4961 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4965 if (mode == SHADERMODE_FLATCOLOR)
4967 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4969 else if (mode == SHADERMODE_LIGHTDIRECTION)
4971 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]);
4972 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]);
4973 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);
4974 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);
4975 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);
4976 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]);
4977 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]);
4981 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]);
4982 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]);
4983 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);
4984 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);
4985 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);
4987 // additive passes are only darkened by fog, not tinted
4988 if (r_glsl_permutation->loc_FogColor >= 0)
4990 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4991 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4993 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4995 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);
4996 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]);
4997 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]);
4998 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4999 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5000 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5001 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5002 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5004 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5005 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5006 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5007 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]);
5008 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]);
5010 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5011 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5012 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5013 if (r_glsl_permutation->loc_Color_Pants >= 0)
5015 if (rsurface.texture->pantstexture)
5016 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5018 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5020 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5022 if (rsurface.texture->shirttexture)
5023 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5025 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5027 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]);
5028 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5029 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5030 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5031 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5032 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]);
5033 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5035 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5036 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5037 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5038 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5039 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5040 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5041 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5042 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5043 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5044 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5045 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5046 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5047 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5048 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5049 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5050 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5051 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5052 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5053 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5054 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5055 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5056 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5057 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5058 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5059 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5060 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5061 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5063 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5064 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5065 if (rsurface.rtlight)
5067 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5068 if (r_shadow_usingshadowmapcube)
5069 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5070 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5075 case RENDERPATH_CGGL:
5077 if (gl_mesh_separatearrays.integer)
5079 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5080 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5081 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5082 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5083 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5084 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5085 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5086 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5090 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5091 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5093 R_SetupShader_SetPermutationCG(mode, permutation);
5094 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5095 if (mode == SHADERMODE_LIGHTSOURCE)
5097 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5098 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5102 if (mode == SHADERMODE_LIGHTDIRECTION)
5104 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
5107 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5108 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5109 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5110 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5111 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
5114 if (mode == SHADERMODE_LIGHTSOURCE)
5116 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5117 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5118 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
5119 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
5120 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
5122 // additive passes are only darkened by fog, not tinted
5123 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5124 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5128 if (mode == SHADERMODE_FLATCOLOR)
5130 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5132 else if (mode == SHADERMODE_LIGHTDIRECTION)
5134 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
5135 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
5136 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
5137 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
5138 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
5139 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
5140 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
5144 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
5145 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
5146 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
5147 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
5148 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
5150 // additive passes are only darkened by fog, not tinted
5151 if (r_cg_permutation->fp_FogColor)
5153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5154 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5156 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5159 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
5160 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
5161 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
5162 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5163 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5164 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5165 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5166 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5168 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
5169 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
5170 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5171 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5172 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5173 if (r_cg_permutation->fp_Color_Pants)
5175 if (rsurface.texture->pantstexture)
5176 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5178 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5181 if (r_cg_permutation->fp_Color_Shirt)
5183 if (rsurface.texture->shirttexture)
5184 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5186 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5189 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
5190 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5191 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5192 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5193 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5194 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
5195 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5197 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5198 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5199 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5200 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5201 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5202 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5203 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5205 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5206 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5207 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5208 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5209 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5210 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5211 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
5212 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5213 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5214 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5215 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5218 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5219 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5221 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5222 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5223 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5225 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5226 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5227 if (rsurface.rtlight)
5229 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5230 if (r_shadow_usingshadowmapcube)
5231 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5232 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5239 case RENDERPATH_GL13:
5240 case RENDERPATH_GL11:
5245 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5247 // select a permutation of the lighting shader appropriate to this
5248 // combination of texture, entity, light source, and fogging, only use the
5249 // minimum features necessary to avoid wasting rendering time in the
5250 // fragment shader on features that are not being used
5251 unsigned int permutation = 0;
5252 unsigned int mode = 0;
5253 const float *lightcolorbase = rtlight->currentcolor;
5254 float ambientscale = rtlight->ambientscale;
5255 float diffusescale = rtlight->diffusescale;
5256 float specularscale = rtlight->specularscale;
5257 // this is the location of the light in view space
5258 vec3_t viewlightorigin;
5259 // this transforms from view space (camera) to light space (cubemap)
5260 matrix4x4_t viewtolight;
5261 matrix4x4_t lighttoview;
5262 float viewtolight16f[16];
5263 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5265 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5266 if (rtlight->currentcubemap != r_texture_whitecube)
5267 permutation |= SHADERPERMUTATION_CUBEFILTER;
5268 if (diffusescale > 0)
5269 permutation |= SHADERPERMUTATION_DIFFUSE;
5270 if (specularscale > 0)
5272 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5273 if (r_shadow_glossexact.integer)
5274 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5276 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5278 if (r_shadow_usingshadowmaprect)
5279 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5280 if (r_shadow_usingshadowmap2d)
5281 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5282 if (r_shadow_usingshadowmapcube)
5283 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5284 else if(r_shadow_shadowmapvsdct)
5285 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5287 if (r_shadow_shadowmapsampler)
5288 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5289 if (r_shadow_shadowmappcf > 1)
5290 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5291 else if (r_shadow_shadowmappcf)
5292 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5294 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5295 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5296 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5297 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5298 switch(vid.renderpath)
5300 case RENDERPATH_GL20:
5301 R_SetupShader_SetPermutationGLSL(mode, permutation);
5302 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5303 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5304 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);
5305 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);
5306 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);
5307 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]);
5308 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]);
5309 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));
5310 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]);
5311 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5313 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5314 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5315 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5316 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5317 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5318 if (r_shadow_usingshadowmapcube)
5319 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5320 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5321 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5323 case RENDERPATH_CGGL:
5325 R_SetupShader_SetPermutationCG(mode, permutation);
5326 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5327 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5328 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
5329 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
5330 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
5331 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
5332 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
5333 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
5334 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
5335 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5337 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5338 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5339 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5340 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5341 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5342 if (r_shadow_usingshadowmapcube)
5343 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5344 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5345 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5348 case RENDERPATH_GL13:
5349 case RENDERPATH_GL11:
5354 #define SKINFRAME_HASH 1024
5358 int loadsequence; // incremented each level change
5359 memexpandablearray_t array;
5360 skinframe_t *hash[SKINFRAME_HASH];
5363 r_skinframe_t r_skinframe;
5365 void R_SkinFrame_PrepareForPurge(void)
5367 r_skinframe.loadsequence++;
5368 // wrap it without hitting zero
5369 if (r_skinframe.loadsequence >= 200)
5370 r_skinframe.loadsequence = 1;
5373 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5377 // mark the skinframe as used for the purging code
5378 skinframe->loadsequence = r_skinframe.loadsequence;
5381 void R_SkinFrame_Purge(void)
5385 for (i = 0;i < SKINFRAME_HASH;i++)
5387 for (s = r_skinframe.hash[i];s;s = s->next)
5389 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5391 if (s->merged == s->base)
5393 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5394 R_PurgeTexture(s->stain );s->stain = NULL;
5395 R_PurgeTexture(s->merged);s->merged = NULL;
5396 R_PurgeTexture(s->base );s->base = NULL;
5397 R_PurgeTexture(s->pants );s->pants = NULL;
5398 R_PurgeTexture(s->shirt );s->shirt = NULL;
5399 R_PurgeTexture(s->nmap );s->nmap = NULL;
5400 R_PurgeTexture(s->gloss );s->gloss = NULL;
5401 R_PurgeTexture(s->glow );s->glow = NULL;
5402 R_PurgeTexture(s->fog );s->fog = NULL;
5403 R_PurgeTexture(s->reflect);s->reflect = NULL;
5404 s->loadsequence = 0;
5410 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5412 char basename[MAX_QPATH];
5414 Image_StripImageExtension(name, basename, sizeof(basename));
5416 if( last == NULL ) {
5418 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5419 item = r_skinframe.hash[hashindex];
5424 // linearly search through the hash bucket
5425 for( ; item ; item = item->next ) {
5426 if( !strcmp( item->basename, basename ) ) {
5433 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5437 char basename[MAX_QPATH];
5439 Image_StripImageExtension(name, basename, sizeof(basename));
5441 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5442 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5443 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5447 rtexture_t *dyntexture;
5448 // check whether its a dynamic texture
5449 dyntexture = CL_GetDynTexture( basename );
5450 if (!add && !dyntexture)
5452 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5453 memset(item, 0, sizeof(*item));
5454 strlcpy(item->basename, basename, sizeof(item->basename));
5455 item->base = dyntexture; // either NULL or dyntexture handle
5456 item->textureflags = textureflags;
5457 item->comparewidth = comparewidth;
5458 item->compareheight = compareheight;
5459 item->comparecrc = comparecrc;
5460 item->next = r_skinframe.hash[hashindex];
5461 r_skinframe.hash[hashindex] = item;
5463 else if( item->base == NULL )
5465 rtexture_t *dyntexture;
5466 // check whether its a dynamic texture
5467 // 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]
5468 dyntexture = CL_GetDynTexture( basename );
5469 item->base = dyntexture; // either NULL or dyntexture handle
5472 R_SkinFrame_MarkUsed(item);
5476 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5478 unsigned long long avgcolor[5], wsum; \
5486 for(pix = 0; pix < cnt; ++pix) \
5489 for(comp = 0; comp < 3; ++comp) \
5491 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5494 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5496 for(comp = 0; comp < 3; ++comp) \
5497 avgcolor[comp] += getpixel * w; \
5500 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5501 avgcolor[4] += getpixel; \
5503 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5505 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5506 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5507 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5508 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5511 extern cvar_t gl_picmip;
5512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5515 unsigned char *pixels;
5516 unsigned char *bumppixels;
5517 unsigned char *basepixels = NULL;
5518 int basepixels_width = 0;
5519 int basepixels_height = 0;
5520 skinframe_t *skinframe;
5521 rtexture_t *ddsbase = NULL;
5522 qboolean ddshasalpha = false;
5523 float ddsavgcolor[4];
5524 char basename[MAX_QPATH];
5525 int miplevel = R_PicmipForFlags(textureflags);
5526 int savemiplevel = miplevel;
5529 if (cls.state == ca_dedicated)
5532 // return an existing skinframe if already loaded
5533 // if loading of the first image fails, don't make a new skinframe as it
5534 // would cause all future lookups of this to be missing
5535 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5536 if (skinframe && skinframe->base)
5539 Image_StripImageExtension(name, basename, sizeof(basename));
5541 // check for DDS texture file first
5542 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5544 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5545 if (basepixels == NULL)
5549 // FIXME handle miplevel
5551 if (developer_loading.integer)
5552 Con_Printf("loading skin \"%s\"\n", name);
5554 // we've got some pixels to store, so really allocate this new texture now
5556 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5557 skinframe->stain = NULL;
5558 skinframe->merged = NULL;
5559 skinframe->base = NULL;
5560 skinframe->pants = NULL;
5561 skinframe->shirt = NULL;
5562 skinframe->nmap = NULL;
5563 skinframe->gloss = NULL;
5564 skinframe->glow = NULL;
5565 skinframe->fog = NULL;
5566 skinframe->reflect = NULL;
5567 skinframe->hasalpha = false;
5571 skinframe->base = ddsbase;
5572 skinframe->hasalpha = ddshasalpha;
5573 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5574 if (r_loadfog && skinframe->hasalpha)
5575 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5576 //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]);
5580 basepixels_width = image_width;
5581 basepixels_height = image_height;
5582 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), miplevel, NULL);
5583 if (textureflags & TEXF_ALPHA)
5585 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5587 if (basepixels[j] < 255)
5589 skinframe->hasalpha = true;
5593 if (r_loadfog && skinframe->hasalpha)
5595 // has transparent pixels
5596 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5597 for (j = 0;j < image_width * image_height * 4;j += 4)
5602 pixels[j+3] = basepixels[j+3];
5604 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), miplevel, NULL);
5608 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5609 //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]);
5610 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5611 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5612 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5613 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5618 mymiplevel = savemiplevel;
5619 if (r_loadnormalmap)
5620 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
5621 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5623 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5624 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5625 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5626 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5629 // _norm is the name used by tenebrae and has been adopted as standard
5630 if (r_loadnormalmap && skinframe->nmap == NULL)
5632 mymiplevel = savemiplevel;
5633 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5635 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), mymiplevel, NULL);
5639 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5641 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5642 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5643 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), mymiplevel, NULL);
5645 Mem_Free(bumppixels);
5647 else if (r_shadow_bumpscale_basetexture.value > 0)
5649 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5650 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5651 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), mymiplevel, NULL);
5654 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5655 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5658 // _luma is supported only for tenebrae compatibility
5659 // _glow is the preferred name
5660 mymiplevel = savemiplevel;
5661 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5663 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), mymiplevel, NULL);
5664 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5665 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5666 Mem_Free(pixels);pixels = NULL;
5669 mymiplevel = savemiplevel;
5670 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5672 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), mymiplevel, NULL);
5673 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5674 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5679 mymiplevel = savemiplevel;
5680 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5682 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), mymiplevel, NULL);
5683 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5684 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5689 mymiplevel = savemiplevel;
5690 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5692 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), mymiplevel, NULL);
5693 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5694 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5699 mymiplevel = savemiplevel;
5700 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5702 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), mymiplevel, NULL);
5703 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5704 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5710 Mem_Free(basepixels);
5715 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5716 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5719 unsigned char *temp1, *temp2;
5720 skinframe_t *skinframe;
5722 if (cls.state == ca_dedicated)
5725 // if already loaded just return it, otherwise make a new skinframe
5726 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5727 if (skinframe && skinframe->base)
5730 skinframe->stain = NULL;
5731 skinframe->merged = NULL;
5732 skinframe->base = NULL;
5733 skinframe->pants = NULL;
5734 skinframe->shirt = NULL;
5735 skinframe->nmap = NULL;
5736 skinframe->gloss = NULL;
5737 skinframe->glow = NULL;
5738 skinframe->fog = NULL;
5739 skinframe->reflect = NULL;
5740 skinframe->hasalpha = false;
5742 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5746 if (developer_loading.integer)
5747 Con_Printf("loading 32bit skin \"%s\"\n", name);
5749 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5751 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5752 temp2 = temp1 + width * height * 4;
5753 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5754 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5757 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5758 if (textureflags & TEXF_ALPHA)
5760 for (i = 3;i < width * height * 4;i += 4)
5762 if (skindata[i] < 255)
5764 skinframe->hasalpha = true;
5768 if (r_loadfog && skinframe->hasalpha)
5770 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5771 memcpy(fogpixels, skindata, width * height * 4);
5772 for (i = 0;i < width * height * 4;i += 4)
5773 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5774 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5775 Mem_Free(fogpixels);
5779 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5780 //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]);
5785 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5789 skinframe_t *skinframe;
5791 if (cls.state == ca_dedicated)
5794 // if already loaded just return it, otherwise make a new skinframe
5795 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5796 if (skinframe && skinframe->base)
5799 skinframe->stain = NULL;
5800 skinframe->merged = NULL;
5801 skinframe->base = NULL;
5802 skinframe->pants = NULL;
5803 skinframe->shirt = NULL;
5804 skinframe->nmap = NULL;
5805 skinframe->gloss = NULL;
5806 skinframe->glow = NULL;
5807 skinframe->fog = NULL;
5808 skinframe->reflect = NULL;
5809 skinframe->hasalpha = false;
5811 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5815 if (developer_loading.integer)
5816 Con_Printf("loading quake skin \"%s\"\n", name);
5818 // 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)
5819 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5820 memcpy(skinframe->qpixels, skindata, width*height);
5821 skinframe->qwidth = width;
5822 skinframe->qheight = height;
5825 for (i = 0;i < width * height;i++)
5826 featuresmask |= palette_featureflags[skindata[i]];
5828 skinframe->hasalpha = false;
5829 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5830 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5831 skinframe->qgeneratemerged = true;
5832 skinframe->qgeneratebase = skinframe->qhascolormapping;
5833 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5835 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5836 //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]);
5841 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5845 unsigned char *skindata;
5847 if (!skinframe->qpixels)
5850 if (!skinframe->qhascolormapping)
5851 colormapped = false;
5855 if (!skinframe->qgeneratebase)
5860 if (!skinframe->qgeneratemerged)
5864 width = skinframe->qwidth;
5865 height = skinframe->qheight;
5866 skindata = skinframe->qpixels;
5868 if (skinframe->qgeneratenmap)
5870 unsigned char *temp1, *temp2;
5871 skinframe->qgeneratenmap = false;
5872 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5873 temp2 = temp1 + width * height * 4;
5874 // use either a custom palette or the quake palette
5875 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5876 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5877 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5881 if (skinframe->qgenerateglow)
5883 skinframe->qgenerateglow = false;
5884 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5889 skinframe->qgeneratebase = false;
5890 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5891 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5892 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5896 skinframe->qgeneratemerged = false;
5897 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5900 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5902 Mem_Free(skinframe->qpixels);
5903 skinframe->qpixels = NULL;
5907 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)
5910 skinframe_t *skinframe;
5912 if (cls.state == ca_dedicated)
5915 // if already loaded just return it, otherwise make a new skinframe
5916 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5917 if (skinframe && skinframe->base)
5920 skinframe->stain = NULL;
5921 skinframe->merged = NULL;
5922 skinframe->base = NULL;
5923 skinframe->pants = NULL;
5924 skinframe->shirt = NULL;
5925 skinframe->nmap = NULL;
5926 skinframe->gloss = NULL;
5927 skinframe->glow = NULL;
5928 skinframe->fog = NULL;
5929 skinframe->reflect = NULL;
5930 skinframe->hasalpha = false;
5932 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5936 if (developer_loading.integer)
5937 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5939 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
5940 if (textureflags & TEXF_ALPHA)
5942 for (i = 0;i < width * height;i++)
5944 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5946 skinframe->hasalpha = true;
5950 if (r_loadfog && skinframe->hasalpha)
5951 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
5954 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5955 //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]);
5960 skinframe_t *R_SkinFrame_LoadMissing(void)
5962 skinframe_t *skinframe;
5964 if (cls.state == ca_dedicated)
5967 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5968 skinframe->stain = NULL;
5969 skinframe->merged = NULL;
5970 skinframe->base = NULL;
5971 skinframe->pants = NULL;
5972 skinframe->shirt = NULL;
5973 skinframe->nmap = NULL;
5974 skinframe->gloss = NULL;
5975 skinframe->glow = NULL;
5976 skinframe->fog = NULL;
5977 skinframe->reflect = NULL;
5978 skinframe->hasalpha = false;
5980 skinframe->avgcolor[0] = rand() / RAND_MAX;
5981 skinframe->avgcolor[1] = rand() / RAND_MAX;
5982 skinframe->avgcolor[2] = rand() / RAND_MAX;
5983 skinframe->avgcolor[3] = 1;
5988 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5989 typedef struct suffixinfo_s
5992 qboolean flipx, flipy, flipdiagonal;
5995 static suffixinfo_t suffix[3][6] =
5998 {"px", false, false, false},
5999 {"nx", false, false, false},
6000 {"py", false, false, false},
6001 {"ny", false, false, false},
6002 {"pz", false, false, false},
6003 {"nz", false, false, false}
6006 {"posx", false, false, false},
6007 {"negx", false, false, false},
6008 {"posy", false, false, false},
6009 {"negy", false, false, false},
6010 {"posz", false, false, false},
6011 {"negz", false, false, false}
6014 {"rt", true, false, true},
6015 {"lf", false, true, true},
6016 {"ft", true, true, false},
6017 {"bk", false, false, false},
6018 {"up", true, false, true},
6019 {"dn", true, false, true}
6023 static int componentorder[4] = {0, 1, 2, 3};
6025 rtexture_t *R_LoadCubemap(const char *basename)
6027 int i, j, cubemapsize;
6028 unsigned char *cubemappixels, *image_buffer;
6029 rtexture_t *cubemaptexture;
6031 // must start 0 so the first loadimagepixels has no requested width/height
6033 cubemappixels = NULL;
6034 cubemaptexture = NULL;
6035 // keep trying different suffix groups (posx, px, rt) until one loads
6036 for (j = 0;j < 3 && !cubemappixels;j++)
6038 // load the 6 images in the suffix group
6039 for (i = 0;i < 6;i++)
6041 // generate an image name based on the base and and suffix
6042 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6044 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6046 // an image loaded, make sure width and height are equal
6047 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6049 // if this is the first image to load successfully, allocate the cubemap memory
6050 if (!cubemappixels && image_width >= 1)
6052 cubemapsize = image_width;
6053 // note this clears to black, so unavailable sides are black
6054 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6056 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6058 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);
6061 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6063 Mem_Free(image_buffer);
6067 // if a cubemap loaded, upload it
6070 if (developer_loading.integer)
6071 Con_Printf("loading cubemap \"%s\"\n", basename);
6073 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6074 Mem_Free(cubemappixels);
6078 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6079 if (developer_loading.integer)
6081 Con_Printf("(tried tried images ");
6082 for (j = 0;j < 3;j++)
6083 for (i = 0;i < 6;i++)
6084 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6085 Con_Print(" and was unable to find any of them).\n");
6088 return cubemaptexture;
6091 rtexture_t *R_GetCubemap(const char *basename)
6094 for (i = 0;i < r_texture_numcubemaps;i++)
6095 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6096 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6097 if (i >= MAX_CUBEMAPS)
6098 return r_texture_whitecube;
6099 r_texture_numcubemaps++;
6100 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6101 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6102 return r_texture_cubemaps[i].texture;
6105 void R_FreeCubemaps(void)
6108 for (i = 0;i < r_texture_numcubemaps;i++)
6110 if (developer_loading.integer)
6111 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6112 if (r_texture_cubemaps[i].texture)
6113 R_FreeTexture(r_texture_cubemaps[i].texture);
6115 r_texture_numcubemaps = 0;
6118 void R_Main_FreeViewCache(void)
6120 if (r_refdef.viewcache.entityvisible)
6121 Mem_Free(r_refdef.viewcache.entityvisible);
6122 if (r_refdef.viewcache.world_pvsbits)
6123 Mem_Free(r_refdef.viewcache.world_pvsbits);
6124 if (r_refdef.viewcache.world_leafvisible)
6125 Mem_Free(r_refdef.viewcache.world_leafvisible);
6126 if (r_refdef.viewcache.world_surfacevisible)
6127 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6128 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6131 void R_Main_ResizeViewCache(void)
6133 int numentities = r_refdef.scene.numentities;
6134 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6135 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6136 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6137 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6138 if (r_refdef.viewcache.maxentities < numentities)
6140 r_refdef.viewcache.maxentities = numentities;
6141 if (r_refdef.viewcache.entityvisible)
6142 Mem_Free(r_refdef.viewcache.entityvisible);
6143 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6145 if (r_refdef.viewcache.world_numclusters != numclusters)
6147 r_refdef.viewcache.world_numclusters = numclusters;
6148 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6149 if (r_refdef.viewcache.world_pvsbits)
6150 Mem_Free(r_refdef.viewcache.world_pvsbits);
6151 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6153 if (r_refdef.viewcache.world_numleafs != numleafs)
6155 r_refdef.viewcache.world_numleafs = numleafs;
6156 if (r_refdef.viewcache.world_leafvisible)
6157 Mem_Free(r_refdef.viewcache.world_leafvisible);
6158 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6160 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6162 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6163 if (r_refdef.viewcache.world_surfacevisible)
6164 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6165 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6169 extern rtexture_t *loadingscreentexture;
6170 void gl_main_start(void)
6172 loadingscreentexture = NULL;
6173 r_texture_blanknormalmap = NULL;
6174 r_texture_white = NULL;
6175 r_texture_grey128 = NULL;
6176 r_texture_black = NULL;
6177 r_texture_whitecube = NULL;
6178 r_texture_normalizationcube = NULL;
6179 r_texture_fogattenuation = NULL;
6180 r_texture_fogheighttexture = NULL;
6181 r_texture_gammaramps = NULL;
6182 r_texture_numcubemaps = 0;
6184 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6185 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6187 switch(vid.renderpath)
6189 case RENDERPATH_GL20:
6190 case RENDERPATH_CGGL:
6191 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6192 Cvar_SetValueQuick(&gl_combine, 1);
6193 Cvar_SetValueQuick(&r_glsl, 1);
6194 r_loadnormalmap = true;
6198 case RENDERPATH_GL13:
6199 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6200 Cvar_SetValueQuick(&gl_combine, 1);
6201 Cvar_SetValueQuick(&r_glsl, 0);
6202 r_loadnormalmap = false;
6203 r_loadgloss = false;
6206 case RENDERPATH_GL11:
6207 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6208 Cvar_SetValueQuick(&gl_combine, 0);
6209 Cvar_SetValueQuick(&r_glsl, 0);
6210 r_loadnormalmap = false;
6211 r_loadgloss = false;
6217 R_FrameData_Reset();
6221 memset(r_queries, 0, sizeof(r_queries));
6223 r_qwskincache = NULL;
6224 r_qwskincache_size = 0;
6226 // set up r_skinframe loading system for textures
6227 memset(&r_skinframe, 0, sizeof(r_skinframe));
6228 r_skinframe.loadsequence = 1;
6229 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6231 r_main_texturepool = R_AllocTexturePool();
6232 R_BuildBlankTextures();
6234 if (vid.support.arb_texture_cube_map)
6237 R_BuildNormalizationCube();
6239 r_texture_fogattenuation = NULL;
6240 r_texture_fogheighttexture = NULL;
6241 r_texture_gammaramps = NULL;
6242 //r_texture_fogintensity = NULL;
6243 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6244 memset(&r_waterstate, 0, sizeof(r_waterstate));
6245 r_glsl_permutation = NULL;
6246 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6247 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6248 glslshaderstring = NULL;
6250 r_cg_permutation = NULL;
6251 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6252 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6253 cgshaderstring = NULL;
6255 memset(&r_svbsp, 0, sizeof (r_svbsp));
6257 r_refdef.fogmasktable_density = 0;
6260 void gl_main_shutdown(void)
6263 R_FrameData_Reset();
6265 R_Main_FreeViewCache();
6268 qglDeleteQueriesARB(r_maxqueries, r_queries);
6272 memset(r_queries, 0, sizeof(r_queries));
6274 r_qwskincache = NULL;
6275 r_qwskincache_size = 0;
6277 // clear out the r_skinframe state
6278 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6279 memset(&r_skinframe, 0, sizeof(r_skinframe));
6282 Mem_Free(r_svbsp.nodes);
6283 memset(&r_svbsp, 0, sizeof (r_svbsp));
6284 R_FreeTexturePool(&r_main_texturepool);
6285 loadingscreentexture = NULL;
6286 r_texture_blanknormalmap = NULL;
6287 r_texture_white = NULL;
6288 r_texture_grey128 = NULL;
6289 r_texture_black = NULL;
6290 r_texture_whitecube = NULL;
6291 r_texture_normalizationcube = NULL;
6292 r_texture_fogattenuation = NULL;
6293 r_texture_fogheighttexture = NULL;
6294 r_texture_gammaramps = NULL;
6295 r_texture_numcubemaps = 0;
6296 //r_texture_fogintensity = NULL;
6297 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6298 memset(&r_waterstate, 0, sizeof(r_waterstate));
6299 r_glsl_permutation = NULL;
6300 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6301 glslshaderstring = NULL;
6303 r_cg_permutation = NULL;
6304 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6305 cgshaderstring = NULL;
6310 extern void CL_ParseEntityLump(char *entitystring);
6311 void gl_main_newmap(void)
6313 // FIXME: move this code to client
6314 char *entities, entname[MAX_QPATH];
6316 Mem_Free(r_qwskincache);
6317 r_qwskincache = NULL;
6318 r_qwskincache_size = 0;
6321 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6322 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6324 CL_ParseEntityLump(entities);
6328 if (cl.worldmodel->brush.entities)
6329 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6331 R_Main_FreeViewCache();
6333 R_FrameData_Reset();
6336 void GL_Main_Init(void)
6338 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6340 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6341 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6342 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6343 if (gamemode == GAME_NEHAHRA)
6345 Cvar_RegisterVariable (&gl_fogenable);
6346 Cvar_RegisterVariable (&gl_fogdensity);
6347 Cvar_RegisterVariable (&gl_fogred);
6348 Cvar_RegisterVariable (&gl_foggreen);
6349 Cvar_RegisterVariable (&gl_fogblue);
6350 Cvar_RegisterVariable (&gl_fogstart);
6351 Cvar_RegisterVariable (&gl_fogend);
6352 Cvar_RegisterVariable (&gl_skyclip);
6354 Cvar_RegisterVariable(&r_motionblur);
6355 Cvar_RegisterVariable(&r_motionblur_maxblur);
6356 Cvar_RegisterVariable(&r_motionblur_bmin);
6357 Cvar_RegisterVariable(&r_motionblur_vmin);
6358 Cvar_RegisterVariable(&r_motionblur_vmax);
6359 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6360 Cvar_RegisterVariable(&r_motionblur_randomize);
6361 Cvar_RegisterVariable(&r_damageblur);
6362 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6363 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6364 Cvar_RegisterVariable(&r_equalize_entities_by);
6365 Cvar_RegisterVariable(&r_equalize_entities_to);
6366 Cvar_RegisterVariable(&r_depthfirst);
6367 Cvar_RegisterVariable(&r_useinfinitefarclip);
6368 Cvar_RegisterVariable(&r_farclip_base);
6369 Cvar_RegisterVariable(&r_farclip_world);
6370 Cvar_RegisterVariable(&r_nearclip);
6371 Cvar_RegisterVariable(&r_showbboxes);
6372 Cvar_RegisterVariable(&r_showsurfaces);
6373 Cvar_RegisterVariable(&r_showtris);
6374 Cvar_RegisterVariable(&r_shownormals);
6375 Cvar_RegisterVariable(&r_showlighting);
6376 Cvar_RegisterVariable(&r_showshadowvolumes);
6377 Cvar_RegisterVariable(&r_showcollisionbrushes);
6378 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6379 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6380 Cvar_RegisterVariable(&r_showdisabledepthtest);
6381 Cvar_RegisterVariable(&r_drawportals);
6382 Cvar_RegisterVariable(&r_drawentities);
6383 Cvar_RegisterVariable(&r_draw2d);
6384 Cvar_RegisterVariable(&r_drawworld);
6385 Cvar_RegisterVariable(&r_cullentities_trace);
6386 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6387 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6388 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6389 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6390 Cvar_RegisterVariable(&r_drawviewmodel);
6391 Cvar_RegisterVariable(&r_drawexteriormodel);
6392 Cvar_RegisterVariable(&r_speeds);
6393 Cvar_RegisterVariable(&r_fullbrights);
6394 Cvar_RegisterVariable(&r_wateralpha);
6395 Cvar_RegisterVariable(&r_dynamic);
6396 Cvar_RegisterVariable(&r_fullbright);
6397 Cvar_RegisterVariable(&r_shadows);
6398 Cvar_RegisterVariable(&r_shadows_darken);
6399 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6400 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6401 Cvar_RegisterVariable(&r_shadows_throwdistance);
6402 Cvar_RegisterVariable(&r_shadows_throwdirection);
6403 Cvar_RegisterVariable(&r_shadows_focus);
6404 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6405 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6406 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6407 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6408 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6409 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6410 Cvar_RegisterVariable(&r_fog_exp2);
6411 Cvar_RegisterVariable(&r_drawfog);
6412 Cvar_RegisterVariable(&r_transparentdepthmasking);
6413 Cvar_RegisterVariable(&r_texture_dds_load);
6414 Cvar_RegisterVariable(&r_texture_dds_save);
6415 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6416 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6417 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6418 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6419 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6420 Cvar_RegisterVariable(&r_textureunits);
6421 Cvar_RegisterVariable(&gl_combine);
6422 Cvar_RegisterVariable(&r_glsl);
6423 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6424 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6425 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6426 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6427 Cvar_RegisterVariable(&r_glsl_postprocess);
6428 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6429 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6430 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6431 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6432 Cvar_RegisterVariable(&r_water);
6433 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6434 Cvar_RegisterVariable(&r_water_clippingplanebias);
6435 Cvar_RegisterVariable(&r_water_refractdistort);
6436 Cvar_RegisterVariable(&r_water_reflectdistort);
6437 Cvar_RegisterVariable(&r_lerpsprites);
6438 Cvar_RegisterVariable(&r_lerpmodels);
6439 Cvar_RegisterVariable(&r_lerplightstyles);
6440 Cvar_RegisterVariable(&r_waterscroll);
6441 Cvar_RegisterVariable(&r_bloom);
6442 Cvar_RegisterVariable(&r_bloom_colorscale);
6443 Cvar_RegisterVariable(&r_bloom_brighten);
6444 Cvar_RegisterVariable(&r_bloom_blur);
6445 Cvar_RegisterVariable(&r_bloom_resolution);
6446 Cvar_RegisterVariable(&r_bloom_colorexponent);
6447 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6448 Cvar_RegisterVariable(&r_hdr);
6449 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6450 Cvar_RegisterVariable(&r_hdr_glowintensity);
6451 Cvar_RegisterVariable(&r_hdr_range);
6452 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6453 Cvar_RegisterVariable(&developer_texturelogging);
6454 Cvar_RegisterVariable(&gl_lightmaps);
6455 Cvar_RegisterVariable(&r_test);
6456 Cvar_RegisterVariable(&r_glsl_saturation);
6457 Cvar_RegisterVariable(&r_framedatasize);
6458 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6459 Cvar_SetValue("r_fullbrights", 0);
6460 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6462 Cvar_RegisterVariable(&r_track_sprites);
6463 Cvar_RegisterVariable(&r_track_sprites_flags);
6464 Cvar_RegisterVariable(&r_track_sprites_scalew);
6465 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6466 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6467 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6470 extern void R_Textures_Init(void);
6471 extern void GL_Draw_Init(void);
6472 extern void GL_Main_Init(void);
6473 extern void R_Shadow_Init(void);
6474 extern void R_Sky_Init(void);
6475 extern void GL_Surf_Init(void);
6476 extern void R_Particles_Init(void);
6477 extern void R_Explosion_Init(void);
6478 extern void gl_backend_init(void);
6479 extern void Sbar_Init(void);
6480 extern void R_LightningBeams_Init(void);
6481 extern void Mod_RenderInit(void);
6482 extern void Font_Init(void);
6484 void Render_Init(void)
6497 R_LightningBeams_Init();
6506 extern char *ENGINE_EXTENSIONS;
6509 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6510 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6511 gl_version = (const char *)qglGetString(GL_VERSION);
6512 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6516 if (!gl_platformextensions)
6517 gl_platformextensions = "";
6519 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6520 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6521 Con_Printf("GL_VERSION: %s\n", gl_version);
6522 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6523 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6525 VID_CheckExtensions();
6527 // LordHavoc: report supported extensions
6528 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6530 // clear to black (loading plaque will be seen over this)
6532 qglClearColor(0,0,0,1);CHECKGLERROR
6533 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6536 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6540 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6542 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6545 p = r_refdef.view.frustum + i;
6550 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6554 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6558 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6562 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6566 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6570 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6574 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6578 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6586 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6590 for (i = 0;i < numplanes;i++)
6597 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6601 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6605 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6609 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6613 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6617 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6621 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6625 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6633 //==================================================================================
6635 // LordHavoc: this stores temporary data used within the same frame
6637 qboolean r_framedata_failed;
6638 static size_t r_framedata_size;
6639 static size_t r_framedata_current;
6640 static void *r_framedata_base;
6642 void R_FrameData_Reset(void)
6644 if (r_framedata_base)
6645 Mem_Free(r_framedata_base);
6646 r_framedata_base = NULL;
6647 r_framedata_size = 0;
6648 r_framedata_current = 0;
6649 r_framedata_failed = false;
6652 void R_FrameData_NewFrame(void)
6655 if (r_framedata_failed)
6656 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6657 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6658 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6659 if (r_framedata_size != wantedsize)
6661 r_framedata_size = wantedsize;
6662 if (r_framedata_base)
6663 Mem_Free(r_framedata_base);
6664 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6666 r_framedata_current = 0;
6667 r_framedata_failed = false;
6670 void *R_FrameData_Alloc(size_t size)
6674 // align to 16 byte boundary
6675 size = (size + 15) & ~15;
6676 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6677 r_framedata_current += size;
6680 if (r_framedata_current > r_framedata_size)
6681 r_framedata_failed = true;
6683 // return NULL on everything after a failure
6684 if (r_framedata_failed)
6690 void *R_FrameData_Store(size_t size, void *data)
6692 void *d = R_FrameData_Alloc(size);
6694 memcpy(d, data, size);
6698 //==================================================================================
6700 // LordHavoc: animcache originally written by Echon, rewritten since then
6703 * Animation cache prevents re-generating mesh data for an animated model
6704 * multiple times in one frame for lighting, shadowing, reflections, etc.
6707 void R_AnimCache_Free(void)
6711 void R_AnimCache_ClearCache(void)
6714 entity_render_t *ent;
6716 for (i = 0;i < r_refdef.scene.numentities;i++)
6718 ent = r_refdef.scene.entities[i];
6719 ent->animcache_vertex3f = NULL;
6720 ent->animcache_normal3f = NULL;
6721 ent->animcache_svector3f = NULL;
6722 ent->animcache_tvector3f = NULL;
6723 ent->animcache_vertexposition = NULL;
6724 ent->animcache_vertexmesh = NULL;
6725 ent->animcache_vertexpositionbuffer = NULL;
6726 ent->animcache_vertexmeshbuffer = NULL;
6730 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6733 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6734 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6735 if (!ent->animcache_vertexposition)
6736 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6737 if (ent->animcache_vertexposition)
6739 for (i = 0;i < numvertices;i++)
6740 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6741 // TODO: upload vertex buffer?
6743 if (ent->animcache_vertexmesh)
6745 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6746 for (i = 0;i < numvertices;i++)
6747 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6748 if (ent->animcache_svector3f)
6749 for (i = 0;i < numvertices;i++)
6750 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6751 if (ent->animcache_tvector3f)
6752 for (i = 0;i < numvertices;i++)
6753 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6754 if (ent->animcache_normal3f)
6755 for (i = 0;i < numvertices;i++)
6756 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6757 // TODO: upload vertex buffer?
6761 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6763 dp_model_t *model = ent->model;
6765 // see if it's already cached this frame
6766 if (ent->animcache_vertex3f)
6768 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6769 if (wantnormals || wanttangents)
6771 if (ent->animcache_normal3f)
6772 wantnormals = false;
6773 if (ent->animcache_svector3f)
6774 wanttangents = false;
6775 if (wantnormals || wanttangents)
6777 numvertices = model->surfmesh.num_vertices;
6779 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6782 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6783 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6785 if (!r_framedata_failed)
6787 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6788 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6795 // see if this ent is worth caching
6796 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6798 // get some memory for this entity and generate mesh data
6799 numvertices = model->surfmesh.num_vertices;
6800 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6802 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6805 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6806 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6808 if (!r_framedata_failed)
6810 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6811 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6814 return !r_framedata_failed;
6817 void R_AnimCache_CacheVisibleEntities(void)
6820 qboolean wantnormals = true;
6821 qboolean wanttangents = !r_showsurfaces.integer;
6823 switch(vid.renderpath)
6825 case RENDERPATH_GL20:
6826 case RENDERPATH_CGGL:
6828 case RENDERPATH_GL13:
6829 case RENDERPATH_GL11:
6830 wanttangents = false;
6834 if (r_shownormals.integer)
6835 wanttangents = wantnormals = true;
6837 // TODO: thread this
6838 // NOTE: R_PrepareRTLights() also caches entities
6840 for (i = 0;i < r_refdef.scene.numentities;i++)
6841 if (r_refdef.viewcache.entityvisible[i])
6842 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6845 //==================================================================================
6847 static void R_View_UpdateEntityLighting (void)
6850 entity_render_t *ent;
6851 vec3_t tempdiffusenormal, avg;
6852 vec_t f, fa, fd, fdd;
6853 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6855 for (i = 0;i < r_refdef.scene.numentities;i++)
6857 ent = r_refdef.scene.entities[i];
6859 // skip unseen models
6860 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6864 if (ent->model && ent->model->brush.num_leafs)
6866 // TODO: use modellight for r_ambient settings on world?
6867 VectorSet(ent->modellight_ambient, 0, 0, 0);
6868 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6869 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6873 // fetch the lighting from the worldmodel data
6874 VectorClear(ent->modellight_ambient);
6875 VectorClear(ent->modellight_diffuse);
6876 VectorClear(tempdiffusenormal);
6877 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6880 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6881 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6882 if(ent->flags & RENDER_EQUALIZE)
6884 // first fix up ambient lighting...
6885 if(r_equalize_entities_minambient.value > 0)
6887 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6890 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6891 if(fa < r_equalize_entities_minambient.value * fd)
6894 // fa'/fd' = minambient
6895 // fa'+0.25*fd' = fa+0.25*fd
6897 // fa' = fd' * minambient
6898 // fd'*(0.25+minambient) = fa+0.25*fd
6900 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6901 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6903 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6904 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
6905 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6906 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6911 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6913 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6914 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6917 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6918 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6919 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6925 VectorSet(ent->modellight_ambient, 1, 1, 1);
6927 // move the light direction into modelspace coordinates for lighting code
6928 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6929 if(VectorLength2(ent->modellight_lightdir) == 0)
6930 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6931 VectorNormalize(ent->modellight_lightdir);
6935 #define MAX_LINEOFSIGHTTRACES 64
6937 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6940 vec3_t boxmins, boxmaxs;
6943 dp_model_t *model = r_refdef.scene.worldmodel;
6945 if (!model || !model->brush.TraceLineOfSight)
6948 // expand the box a little
6949 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6950 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6951 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6952 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6953 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6954 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6956 // return true if eye is inside enlarged box
6957 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6961 VectorCopy(eye, start);
6962 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6963 if (model->brush.TraceLineOfSight(model, start, end))
6966 // try various random positions
6967 for (i = 0;i < numsamples;i++)
6969 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6970 if (model->brush.TraceLineOfSight(model, start, end))
6978 static void R_View_UpdateEntityVisible (void)
6983 entity_render_t *ent;
6985 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6986 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6987 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6988 : RENDER_EXTERIORMODEL;
6989 if (!r_drawviewmodel.integer)
6990 renderimask |= RENDER_VIEWMODEL;
6991 if (!r_drawexteriormodel.integer)
6992 renderimask |= RENDER_EXTERIORMODEL;
6993 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6995 // worldmodel can check visibility
6996 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6997 for (i = 0;i < r_refdef.scene.numentities;i++)
6999 ent = r_refdef.scene.entities[i];
7000 if (!(ent->flags & renderimask))
7001 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)))
7002 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))
7003 r_refdef.viewcache.entityvisible[i] = true;
7005 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7006 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7008 for (i = 0;i < r_refdef.scene.numentities;i++)
7010 ent = r_refdef.scene.entities[i];
7011 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7013 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7015 continue; // temp entities do pvs only
7016 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7017 ent->last_trace_visibility = realtime;
7018 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7019 r_refdef.viewcache.entityvisible[i] = 0;
7026 // no worldmodel or it can't check visibility
7027 for (i = 0;i < r_refdef.scene.numentities;i++)
7029 ent = r_refdef.scene.entities[i];
7030 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));
7035 /// only used if skyrendermasked, and normally returns false
7036 int R_DrawBrushModelsSky (void)
7039 entity_render_t *ent;
7042 for (i = 0;i < r_refdef.scene.numentities;i++)
7044 if (!r_refdef.viewcache.entityvisible[i])
7046 ent = r_refdef.scene.entities[i];
7047 if (!ent->model || !ent->model->DrawSky)
7049 ent->model->DrawSky(ent);
7055 static void R_DrawNoModel(entity_render_t *ent);
7056 static void R_DrawModels(void)
7059 entity_render_t *ent;
7061 for (i = 0;i < r_refdef.scene.numentities;i++)
7063 if (!r_refdef.viewcache.entityvisible[i])
7065 ent = r_refdef.scene.entities[i];
7066 r_refdef.stats.entities++;
7067 if (ent->model && ent->model->Draw != NULL)
7068 ent->model->Draw(ent);
7074 static void R_DrawModelsDepth(void)
7077 entity_render_t *ent;
7079 for (i = 0;i < r_refdef.scene.numentities;i++)
7081 if (!r_refdef.viewcache.entityvisible[i])
7083 ent = r_refdef.scene.entities[i];
7084 if (ent->model && ent->model->DrawDepth != NULL)
7085 ent->model->DrawDepth(ent);
7089 static void R_DrawModelsDebug(void)
7092 entity_render_t *ent;
7094 for (i = 0;i < r_refdef.scene.numentities;i++)
7096 if (!r_refdef.viewcache.entityvisible[i])
7098 ent = r_refdef.scene.entities[i];
7099 if (ent->model && ent->model->DrawDebug != NULL)
7100 ent->model->DrawDebug(ent);
7104 static void R_DrawModelsAddWaterPlanes(void)
7107 entity_render_t *ent;
7109 for (i = 0;i < r_refdef.scene.numentities;i++)
7111 if (!r_refdef.viewcache.entityvisible[i])
7113 ent = r_refdef.scene.entities[i];
7114 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7115 ent->model->DrawAddWaterPlanes(ent);
7119 static void R_View_SetFrustum(void)
7122 double slopex, slopey;
7123 vec3_t forward, left, up, origin;
7125 // we can't trust r_refdef.view.forward and friends in reflected scenes
7126 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7129 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7130 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7131 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7132 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7133 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7134 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7135 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7136 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7137 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7138 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7139 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7140 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7144 zNear = r_refdef.nearclip;
7145 nudge = 1.0 - 1.0 / (1<<23);
7146 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7147 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7148 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7149 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7150 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7151 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7152 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7153 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7159 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7160 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7161 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7162 r_refdef.view.frustum[0].dist = m[15] - m[12];
7164 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7165 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7166 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7167 r_refdef.view.frustum[1].dist = m[15] + m[12];
7169 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7170 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7171 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7172 r_refdef.view.frustum[2].dist = m[15] - m[13];
7174 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7175 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7176 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7177 r_refdef.view.frustum[3].dist = m[15] + m[13];
7179 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7180 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7181 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7182 r_refdef.view.frustum[4].dist = m[15] - m[14];
7184 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7185 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7186 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7187 r_refdef.view.frustum[5].dist = m[15] + m[14];
7190 if (r_refdef.view.useperspective)
7192 slopex = 1.0 / r_refdef.view.frustum_x;
7193 slopey = 1.0 / r_refdef.view.frustum_y;
7194 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7195 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7196 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7197 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7198 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7200 // Leaving those out was a mistake, those were in the old code, and they
7201 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7202 // I couldn't reproduce it after adding those normalizations. --blub
7203 VectorNormalize(r_refdef.view.frustum[0].normal);
7204 VectorNormalize(r_refdef.view.frustum[1].normal);
7205 VectorNormalize(r_refdef.view.frustum[2].normal);
7206 VectorNormalize(r_refdef.view.frustum[3].normal);
7208 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7209 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]);
7210 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]);
7211 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]);
7212 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]);
7214 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7215 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7216 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7217 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7218 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7222 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7223 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7224 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7225 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7226 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7227 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7228 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7229 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7230 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7231 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7233 r_refdef.view.numfrustumplanes = 5;
7235 if (r_refdef.view.useclipplane)
7237 r_refdef.view.numfrustumplanes = 6;
7238 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7241 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7242 PlaneClassify(r_refdef.view.frustum + i);
7244 // LordHavoc: note to all quake engine coders, Quake had a special case
7245 // for 90 degrees which assumed a square view (wrong), so I removed it,
7246 // Quake2 has it disabled as well.
7248 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7249 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7250 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7251 //PlaneClassify(&frustum[0]);
7253 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7254 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7255 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7256 //PlaneClassify(&frustum[1]);
7258 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7259 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7260 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7261 //PlaneClassify(&frustum[2]);
7263 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7264 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7265 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7266 //PlaneClassify(&frustum[3]);
7269 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7270 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7271 //PlaneClassify(&frustum[4]);
7274 void R_View_Update(void)
7276 R_Main_ResizeViewCache();
7277 R_View_SetFrustum();
7278 R_View_WorldVisibility(r_refdef.view.useclipplane);
7279 R_View_UpdateEntityVisible();
7280 R_View_UpdateEntityLighting();
7283 void R_SetupView(qboolean allowwaterclippingplane)
7285 const float *customclipplane = NULL;
7287 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7289 // LordHavoc: couldn't figure out how to make this approach the
7290 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7291 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7292 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7293 dist = r_refdef.view.clipplane.dist;
7294 plane[0] = r_refdef.view.clipplane.normal[0];
7295 plane[1] = r_refdef.view.clipplane.normal[1];
7296 plane[2] = r_refdef.view.clipplane.normal[2];
7298 customclipplane = plane;
7301 if (!r_refdef.view.useperspective)
7302 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);
7303 else if (vid.stencil && r_useinfinitefarclip.integer)
7304 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);
7306 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);
7307 R_SetViewport(&r_refdef.view.viewport);
7310 void R_EntityMatrix(const matrix4x4_t *matrix)
7312 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7314 gl_modelmatrixchanged = false;
7315 gl_modelmatrix = *matrix;
7316 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7317 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7318 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7319 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7321 switch(vid.renderpath)
7323 case RENDERPATH_GL20:
7324 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7325 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7326 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7328 case RENDERPATH_CGGL:
7331 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7332 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7333 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7336 case RENDERPATH_GL13:
7337 case RENDERPATH_GL11:
7338 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7344 void R_ResetViewRendering2D(void)
7346 r_viewport_t viewport;
7349 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7350 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);
7351 R_SetViewport(&viewport);
7352 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7353 GL_Color(1, 1, 1, 1);
7354 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7355 GL_BlendFunc(GL_ONE, GL_ZERO);
7356 GL_AlphaTest(false);
7357 GL_ScissorTest(false);
7358 GL_DepthMask(false);
7359 GL_DepthRange(0, 1);
7360 GL_DepthTest(false);
7361 R_EntityMatrix(&identitymatrix);
7362 R_Mesh_ResetTextureState();
7363 GL_PolygonOffset(0, 0);
7364 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7365 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7366 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7367 qglStencilMask(~0);CHECKGLERROR
7368 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7369 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7370 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7373 void R_ResetViewRendering3D(void)
7378 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7379 GL_Color(1, 1, 1, 1);
7380 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7381 GL_BlendFunc(GL_ONE, GL_ZERO);
7382 GL_AlphaTest(false);
7383 GL_ScissorTest(true);
7385 GL_DepthRange(0, 1);
7387 R_EntityMatrix(&identitymatrix);
7388 R_Mesh_ResetTextureState();
7389 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7390 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7391 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7392 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7393 qglStencilMask(~0);CHECKGLERROR
7394 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7395 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7396 GL_CullFace(r_refdef.view.cullface_back);
7401 R_RenderView_UpdateViewVectors
7404 static void R_RenderView_UpdateViewVectors(void)
7406 // break apart the view matrix into vectors for various purposes
7407 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7408 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7409 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7410 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7411 // make an inverted copy of the view matrix for tracking sprites
7412 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7415 void R_RenderScene(void);
7416 void R_RenderWaterPlanes(void);
7418 static void R_Water_StartFrame(void)
7421 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7422 r_waterstate_waterplane_t *p;
7424 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7427 switch(vid.renderpath)
7429 case RENDERPATH_GL20:
7430 case RENDERPATH_CGGL:
7432 case RENDERPATH_GL13:
7433 case RENDERPATH_GL11:
7437 // set waterwidth and waterheight to the water resolution that will be
7438 // used (often less than the screen resolution for faster rendering)
7439 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7440 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7442 // calculate desired texture sizes
7443 // can't use water if the card does not support the texture size
7444 if (!r_water.integer || r_showsurfaces.integer)
7445 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7446 else if (vid.support.arb_texture_non_power_of_two)
7448 texturewidth = waterwidth;
7449 textureheight = waterheight;
7450 camerawidth = waterwidth;
7451 cameraheight = waterheight;
7455 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7456 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7457 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7458 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7461 // allocate textures as needed
7462 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7464 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7465 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7467 if (p->texture_refraction)
7468 R_FreeTexture(p->texture_refraction);
7469 p->texture_refraction = NULL;
7470 if (p->texture_reflection)
7471 R_FreeTexture(p->texture_reflection);
7472 p->texture_reflection = NULL;
7473 if (p->texture_camera)
7474 R_FreeTexture(p->texture_camera);
7475 p->texture_camera = NULL;
7477 memset(&r_waterstate, 0, sizeof(r_waterstate));
7478 r_waterstate.texturewidth = texturewidth;
7479 r_waterstate.textureheight = textureheight;
7480 r_waterstate.camerawidth = camerawidth;
7481 r_waterstate.cameraheight = cameraheight;
7484 if (r_waterstate.texturewidth)
7486 r_waterstate.enabled = true;
7488 // when doing a reduced render (HDR) we want to use a smaller area
7489 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7490 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7492 // set up variables that will be used in shader setup
7493 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7494 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7495 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7496 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7499 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7500 r_waterstate.numwaterplanes = 0;
7503 void R_Water_AddWaterPlane(msurface_t *surface)
7505 int triangleindex, planeindex;
7512 r_waterstate_waterplane_t *p;
7513 texture_t *t = R_GetCurrentTexture(surface->texture);
7514 cam_ent = t->camera_entity;
7515 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7518 // just use the first triangle with a valid normal for any decisions
7519 VectorClear(normal);
7520 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7522 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7523 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7524 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7525 TriangleNormal(vert[0], vert[1], vert[2], normal);
7526 if (VectorLength2(normal) >= 0.001)
7530 VectorCopy(normal, plane.normal);
7531 VectorNormalize(plane.normal);
7532 plane.dist = DotProduct(vert[0], plane.normal);
7533 PlaneClassify(&plane);
7534 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7536 // skip backfaces (except if nocullface is set)
7537 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7539 VectorNegate(plane.normal, plane.normal);
7541 PlaneClassify(&plane);
7545 // find a matching plane if there is one
7546 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7547 if(p->camera_entity == t->camera_entity)
7548 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7550 if (planeindex >= r_waterstate.maxwaterplanes)
7551 return; // nothing we can do, out of planes
7553 // if this triangle does not fit any known plane rendered this frame, add one
7554 if (planeindex >= r_waterstate.numwaterplanes)
7556 // store the new plane
7557 r_waterstate.numwaterplanes++;
7559 // clear materialflags and pvs
7560 p->materialflags = 0;
7561 p->pvsvalid = false;
7562 p->camera_entity = t->camera_entity;
7564 // merge this surface's materialflags into the waterplane
7565 p->materialflags |= t->currentmaterialflags;
7566 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7568 // merge this surface's PVS into the waterplane
7569 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7570 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7571 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7573 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7579 static void R_Water_ProcessPlanes(void)
7581 r_refdef_view_t originalview;
7582 r_refdef_view_t myview;
7584 r_waterstate_waterplane_t *p;
7587 originalview = r_refdef.view;
7589 // make sure enough textures are allocated
7590 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7592 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7594 if (!p->texture_refraction)
7595 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, -1, NULL);
7596 if (!p->texture_refraction)
7599 else if (p->materialflags & MATERIALFLAG_CAMERA)
7601 if (!p->texture_camera)
7602 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7603 if (!p->texture_camera)
7607 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7609 if (!p->texture_reflection)
7610 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, -1, NULL);
7611 if (!p->texture_reflection)
7617 r_refdef.view = originalview;
7618 r_refdef.view.showdebug = false;
7619 r_refdef.view.width = r_waterstate.waterwidth;
7620 r_refdef.view.height = r_waterstate.waterheight;
7621 r_refdef.view.useclipplane = true;
7622 myview = r_refdef.view;
7623 r_waterstate.renderingscene = true;
7624 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7626 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7628 r_refdef.view = myview;
7629 // render reflected scene and copy into texture
7630 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7631 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7632 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7633 r_refdef.view.clipplane = p->plane;
7634 // reverse the cullface settings for this render
7635 r_refdef.view.cullface_front = GL_FRONT;
7636 r_refdef.view.cullface_back = GL_BACK;
7637 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7639 r_refdef.view.usecustompvs = true;
7641 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7643 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7646 R_ResetViewRendering3D();
7647 R_ClearScreen(r_refdef.fogenabled);
7651 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);
7654 // render the normal view scene and copy into texture
7655 // (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)
7656 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7658 r_waterstate.renderingrefraction = true;
7659 r_refdef.view = myview;
7661 r_refdef.view.clipplane = p->plane;
7662 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7663 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7665 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7667 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7668 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7669 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7670 R_RenderView_UpdateViewVectors();
7671 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7674 PlaneClassify(&r_refdef.view.clipplane);
7676 R_ResetViewRendering3D();
7677 R_ClearScreen(r_refdef.fogenabled);
7681 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);
7682 r_waterstate.renderingrefraction = false;
7684 else if (p->materialflags & MATERIALFLAG_CAMERA)
7686 r_refdef.view = myview;
7688 r_refdef.view.clipplane = p->plane;
7689 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7690 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7692 r_refdef.view.width = r_waterstate.camerawidth;
7693 r_refdef.view.height = r_waterstate.cameraheight;
7694 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7695 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7697 if(p->camera_entity)
7699 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7700 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7703 // reverse the cullface settings for this render
7704 r_refdef.view.cullface_front = GL_FRONT;
7705 r_refdef.view.cullface_back = GL_BACK;
7706 // also reverse the view matrix
7707 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7708 R_RenderView_UpdateViewVectors();
7709 if(p->camera_entity)
7710 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7712 // camera needs no clipplane
7713 r_refdef.view.useclipplane = false;
7715 PlaneClassify(&r_refdef.view.clipplane);
7717 R_ResetViewRendering3D();
7718 R_ClearScreen(r_refdef.fogenabled);
7722 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7723 r_waterstate.renderingrefraction = false;
7727 r_waterstate.renderingscene = false;
7728 r_refdef.view = originalview;
7729 R_ResetViewRendering3D();
7730 R_ClearScreen(r_refdef.fogenabled);
7734 r_refdef.view = originalview;
7735 r_waterstate.renderingscene = false;
7736 Cvar_SetValueQuick(&r_water, 0);
7737 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7741 void R_Bloom_StartFrame(void)
7743 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7745 switch(vid.renderpath)
7747 case RENDERPATH_GL20:
7748 case RENDERPATH_CGGL:
7750 case RENDERPATH_GL13:
7751 case RENDERPATH_GL11:
7755 // set bloomwidth and bloomheight to the bloom resolution that will be
7756 // used (often less than the screen resolution for faster rendering)
7757 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7758 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7759 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7760 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7761 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7763 // calculate desired texture sizes
7764 if (vid.support.arb_texture_non_power_of_two)
7766 screentexturewidth = r_refdef.view.width;
7767 screentextureheight = r_refdef.view.height;
7768 bloomtexturewidth = r_bloomstate.bloomwidth;
7769 bloomtextureheight = r_bloomstate.bloomheight;
7773 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7774 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7775 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7776 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7779 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))
7781 Cvar_SetValueQuick(&r_hdr, 0);
7782 Cvar_SetValueQuick(&r_bloom, 0);
7783 Cvar_SetValueQuick(&r_motionblur, 0);
7784 Cvar_SetValueQuick(&r_damageblur, 0);
7787 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)))
7788 screentexturewidth = screentextureheight = 0;
7789 if (!r_hdr.integer && !r_bloom.integer)
7790 bloomtexturewidth = bloomtextureheight = 0;
7792 // allocate textures as needed
7793 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7795 if (r_bloomstate.texture_screen)
7796 R_FreeTexture(r_bloomstate.texture_screen);
7797 r_bloomstate.texture_screen = NULL;
7798 r_bloomstate.screentexturewidth = screentexturewidth;
7799 r_bloomstate.screentextureheight = screentextureheight;
7800 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7801 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7803 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7805 if (r_bloomstate.texture_bloom)
7806 R_FreeTexture(r_bloomstate.texture_bloom);
7807 r_bloomstate.texture_bloom = NULL;
7808 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7809 r_bloomstate.bloomtextureheight = bloomtextureheight;
7810 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7811 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7814 // when doing a reduced render (HDR) we want to use a smaller area
7815 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7816 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7817 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7818 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7819 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7821 // set up a texcoord array for the full resolution screen image
7822 // (we have to keep this around to copy back during final render)
7823 r_bloomstate.screentexcoord2f[0] = 0;
7824 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7825 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7826 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7827 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7828 r_bloomstate.screentexcoord2f[5] = 0;
7829 r_bloomstate.screentexcoord2f[6] = 0;
7830 r_bloomstate.screentexcoord2f[7] = 0;
7832 // set up a texcoord array for the reduced resolution bloom image
7833 // (which will be additive blended over the screen image)
7834 r_bloomstate.bloomtexcoord2f[0] = 0;
7835 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7836 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7837 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7838 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7839 r_bloomstate.bloomtexcoord2f[5] = 0;
7840 r_bloomstate.bloomtexcoord2f[6] = 0;
7841 r_bloomstate.bloomtexcoord2f[7] = 0;
7843 if (r_hdr.integer || r_bloom.integer)
7845 r_bloomstate.enabled = true;
7846 r_bloomstate.hdr = r_hdr.integer != 0;
7849 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);
7852 void R_Bloom_CopyBloomTexture(float colorscale)
7854 r_refdef.stats.bloom++;
7856 // scale down screen texture to the bloom texture size
7858 R_SetViewport(&r_bloomstate.viewport);
7859 GL_BlendFunc(GL_ONE, GL_ZERO);
7860 GL_Color(colorscale, colorscale, colorscale, 1);
7861 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7862 // TODO: do boxfilter scale-down in shader?
7863 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7864 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7865 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7867 // we now have a bloom image in the framebuffer
7868 // copy it into the bloom image texture for later processing
7869 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);
7870 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7873 void R_Bloom_CopyHDRTexture(void)
7875 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);
7876 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7879 void R_Bloom_MakeTexture(void)
7882 float xoffset, yoffset, r, brighten;
7884 r_refdef.stats.bloom++;
7886 R_ResetViewRendering2D();
7888 // we have a bloom image in the framebuffer
7890 R_SetViewport(&r_bloomstate.viewport);
7892 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7895 r = bound(0, r_bloom_colorexponent.value / x, 1);
7896 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7898 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7899 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7900 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7901 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7903 // copy the vertically blurred bloom view to a texture
7904 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);
7905 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7908 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7909 brighten = r_bloom_brighten.value;
7911 brighten *= r_hdr_range.value;
7912 brighten = sqrt(brighten);
7914 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7915 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7917 for (dir = 0;dir < 2;dir++)
7919 // blend on at multiple vertical offsets to achieve a vertical blur
7920 // TODO: do offset blends using GLSL
7921 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7922 GL_BlendFunc(GL_ONE, GL_ZERO);
7923 for (x = -range;x <= range;x++)
7925 if (!dir){xoffset = 0;yoffset = x;}
7926 else {xoffset = x;yoffset = 0;}
7927 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7928 yoffset /= (float)r_bloomstate.bloomtextureheight;
7929 // compute a texcoord array with the specified x and y offset
7930 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7931 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7932 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7933 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7934 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7935 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7936 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7937 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7938 // this r value looks like a 'dot' particle, fading sharply to
7939 // black at the edges
7940 // (probably not realistic but looks good enough)
7941 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7942 //r = brighten/(range*2+1);
7943 r = brighten / (range * 2 + 1);
7945 r *= (1 - x*x/(float)(range*range));
7946 GL_Color(r, r, r, 1);
7947 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7948 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7949 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7950 GL_BlendFunc(GL_ONE, GL_ONE);
7953 // copy the vertically blurred bloom view to a texture
7954 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);
7955 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7958 // apply subtract last
7959 // (just like it would be in a GLSL shader)
7960 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7962 GL_BlendFunc(GL_ONE, GL_ZERO);
7964 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7965 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7966 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7967 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7969 GL_BlendFunc(GL_ONE, GL_ONE);
7970 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7971 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7972 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7973 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7974 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7975 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7976 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7978 // copy the darkened bloom view to a texture
7979 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);
7980 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7984 void R_HDR_RenderBloomTexture(void)
7986 int oldwidth, oldheight;
7987 float oldcolorscale;
7989 oldcolorscale = r_refdef.view.colorscale;
7990 oldwidth = r_refdef.view.width;
7991 oldheight = r_refdef.view.height;
7992 r_refdef.view.width = r_bloomstate.bloomwidth;
7993 r_refdef.view.height = r_bloomstate.bloomheight;
7995 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7996 // TODO: add exposure compensation features
7997 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7999 r_refdef.view.showdebug = false;
8000 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8002 R_ResetViewRendering3D();
8004 R_ClearScreen(r_refdef.fogenabled);
8005 if (r_timereport_active)
8006 R_TimeReport("HDRclear");
8009 if (r_timereport_active)
8010 R_TimeReport("visibility");
8012 // only do secondary renders with HDR if r_hdr is 2 or higher
8013 r_waterstate.numwaterplanes = 0;
8014 if (r_waterstate.enabled && r_hdr.integer >= 2)
8015 R_RenderWaterPlanes();
8017 r_refdef.view.showdebug = true;
8019 r_waterstate.numwaterplanes = 0;
8021 R_ResetViewRendering2D();
8023 R_Bloom_CopyHDRTexture();
8024 R_Bloom_MakeTexture();
8026 // restore the view settings
8027 r_refdef.view.width = oldwidth;
8028 r_refdef.view.height = oldheight;
8029 r_refdef.view.colorscale = oldcolorscale;
8031 R_ResetViewRendering3D();
8033 R_ClearScreen(r_refdef.fogenabled);
8034 if (r_timereport_active)
8035 R_TimeReport("viewclear");
8038 static void R_BlendView(void)
8040 unsigned int permutation;
8041 float uservecs[4][4];
8043 switch (vid.renderpath)
8045 case RENDERPATH_GL20:
8046 case RENDERPATH_CGGL:
8048 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8049 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8050 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8051 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8052 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8054 if (r_bloomstate.texture_screen)
8056 // make sure the buffer is available
8057 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8059 R_ResetViewRendering2D();
8061 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8063 // declare variables
8065 static float avgspeed;
8067 speed = VectorLength(cl.movement_velocity);
8069 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8070 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8072 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8073 speed = bound(0, speed, 1);
8074 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8076 // calculate values into a standard alpha
8077 cl.motionbluralpha = 1 - exp(-
8079 (r_motionblur.value * speed / 80)
8081 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8084 max(0.0001, cl.time - cl.oldtime) // fps independent
8087 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8088 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8090 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8092 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8093 GL_Color(1, 1, 1, cl.motionbluralpha);
8094 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8095 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8096 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8097 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8101 // copy view into the screen texture
8102 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);
8103 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8105 else if (!r_bloomstate.texture_bloom)
8107 // we may still have to do view tint...
8108 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8110 // apply a color tint to the whole view
8111 R_ResetViewRendering2D();
8112 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8113 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8114 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8115 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8116 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8118 break; // no screen processing, no bloom, skip it
8121 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8123 // render simple bloom effect
8124 // copy the screen and shrink it and darken it for the bloom process
8125 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8126 // make the bloom texture
8127 R_Bloom_MakeTexture();
8130 #if _MSC_VER >= 1400
8131 #define sscanf sscanf_s
8133 memset(uservecs, 0, sizeof(uservecs));
8134 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8135 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8136 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8137 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8139 R_ResetViewRendering2D();
8140 GL_Color(1, 1, 1, 1);
8141 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8142 GL_BlendFunc(GL_ONE, GL_ZERO);
8144 switch(vid.renderpath)
8146 case RENDERPATH_GL20:
8147 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8148 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8149 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8150 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8151 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]);
8152 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8153 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]);
8154 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]);
8155 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]);
8156 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]);
8157 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8158 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8160 case RENDERPATH_CGGL:
8162 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8163 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8164 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8165 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8166 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
8167 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8168 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
8169 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
8170 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
8171 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
8172 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8173 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8179 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8180 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8182 case RENDERPATH_GL13:
8183 case RENDERPATH_GL11:
8184 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8186 // apply a color tint to the whole view
8187 R_ResetViewRendering2D();
8188 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8189 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8190 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8191 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8192 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8198 matrix4x4_t r_waterscrollmatrix;
8200 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8202 if (r_refdef.fog_density)
8204 r_refdef.fogcolor[0] = r_refdef.fog_red;
8205 r_refdef.fogcolor[1] = r_refdef.fog_green;
8206 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8208 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8209 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8210 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8211 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8215 VectorCopy(r_refdef.fogcolor, fogvec);
8216 // color.rgb *= ContrastBoost * SceneBrightness;
8217 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8218 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8219 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8220 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8225 void R_UpdateVariables(void)
8229 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8231 r_refdef.farclip = r_farclip_base.value;
8232 if (r_refdef.scene.worldmodel)
8233 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8234 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8236 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8237 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8238 r_refdef.polygonfactor = 0;
8239 r_refdef.polygonoffset = 0;
8240 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8241 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8243 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8244 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8245 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8246 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8247 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8248 if (r_showsurfaces.integer)
8250 r_refdef.scene.rtworld = false;
8251 r_refdef.scene.rtworldshadows = false;
8252 r_refdef.scene.rtdlight = false;
8253 r_refdef.scene.rtdlightshadows = false;
8254 r_refdef.lightmapintensity = 0;
8257 if (gamemode == GAME_NEHAHRA)
8259 if (gl_fogenable.integer)
8261 r_refdef.oldgl_fogenable = true;
8262 r_refdef.fog_density = gl_fogdensity.value;
8263 r_refdef.fog_red = gl_fogred.value;
8264 r_refdef.fog_green = gl_foggreen.value;
8265 r_refdef.fog_blue = gl_fogblue.value;
8266 r_refdef.fog_alpha = 1;
8267 r_refdef.fog_start = 0;
8268 r_refdef.fog_end = gl_skyclip.value;
8269 r_refdef.fog_height = 1<<30;
8270 r_refdef.fog_fadedepth = 128;
8272 else if (r_refdef.oldgl_fogenable)
8274 r_refdef.oldgl_fogenable = false;
8275 r_refdef.fog_density = 0;
8276 r_refdef.fog_red = 0;
8277 r_refdef.fog_green = 0;
8278 r_refdef.fog_blue = 0;
8279 r_refdef.fog_alpha = 0;
8280 r_refdef.fog_start = 0;
8281 r_refdef.fog_end = 0;
8282 r_refdef.fog_height = 1<<30;
8283 r_refdef.fog_fadedepth = 128;
8287 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8288 r_refdef.fog_start = max(0, r_refdef.fog_start);
8289 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8291 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8293 if (r_refdef.fog_density && r_drawfog.integer)
8295 r_refdef.fogenabled = true;
8296 // this is the point where the fog reaches 0.9986 alpha, which we
8297 // consider a good enough cutoff point for the texture
8298 // (0.9986 * 256 == 255.6)
8299 if (r_fog_exp2.integer)
8300 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8302 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8303 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8304 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8305 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8306 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8307 R_BuildFogHeightTexture();
8308 // fog color was already set
8309 // update the fog texture
8310 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)
8311 R_BuildFogTexture();
8312 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8313 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8316 r_refdef.fogenabled = false;
8318 switch(vid.renderpath)
8320 case RENDERPATH_GL20:
8321 case RENDERPATH_CGGL:
8322 if(v_glslgamma.integer && !vid_gammatables_trivial)
8324 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8326 // build GLSL gamma texture
8327 #define RAMPWIDTH 256
8328 unsigned short ramp[RAMPWIDTH * 3];
8329 unsigned char rampbgr[RAMPWIDTH][4];
8332 r_texture_gammaramps_serial = vid_gammatables_serial;
8334 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8335 for(i = 0; i < RAMPWIDTH; ++i)
8337 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8338 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8339 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8342 if (r_texture_gammaramps)
8344 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8348 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
8354 // remove GLSL gamma texture
8357 case RENDERPATH_GL13:
8358 case RENDERPATH_GL11:
8363 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8364 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8370 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8371 if( scenetype != r_currentscenetype ) {
8372 // store the old scenetype
8373 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8374 r_currentscenetype = scenetype;
8375 // move in the new scene
8376 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8385 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8387 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8388 if( scenetype == r_currentscenetype ) {
8389 return &r_refdef.scene;
8391 return &r_scenes_store[ scenetype ];
8400 void R_RenderView(void)
8402 if (r_timereport_active)
8403 R_TimeReport("start");
8404 r_textureframe++; // used only by R_GetCurrentTexture
8405 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8407 if (!r_drawentities.integer)
8408 r_refdef.scene.numentities = 0;
8410 R_AnimCache_ClearCache();
8411 R_FrameData_NewFrame();
8413 if (r_refdef.view.isoverlay)
8415 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8416 GL_Clear( GL_DEPTH_BUFFER_BIT );
8417 R_TimeReport("depthclear");
8419 r_refdef.view.showdebug = false;
8421 r_waterstate.enabled = false;
8422 r_waterstate.numwaterplanes = 0;
8430 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8431 return; //Host_Error ("R_RenderView: NULL worldmodel");
8433 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8435 R_RenderView_UpdateViewVectors();
8437 R_Shadow_UpdateWorldLightSelection();
8439 R_Bloom_StartFrame();
8440 R_Water_StartFrame();
8443 if (r_timereport_active)
8444 R_TimeReport("viewsetup");
8446 R_ResetViewRendering3D();
8448 if (r_refdef.view.clear || r_refdef.fogenabled)
8450 R_ClearScreen(r_refdef.fogenabled);
8451 if (r_timereport_active)
8452 R_TimeReport("viewclear");
8454 r_refdef.view.clear = true;
8456 // this produces a bloom texture to be used in R_BlendView() later
8457 if (r_hdr.integer && r_bloomstate.bloomwidth)
8459 R_HDR_RenderBloomTexture();
8460 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8461 r_textureframe++; // used only by R_GetCurrentTexture
8464 r_refdef.view.showdebug = true;
8467 if (r_timereport_active)
8468 R_TimeReport("visibility");
8470 r_waterstate.numwaterplanes = 0;
8471 if (r_waterstate.enabled)
8472 R_RenderWaterPlanes();
8475 r_waterstate.numwaterplanes = 0;
8478 if (r_timereport_active)
8479 R_TimeReport("blendview");
8481 GL_Scissor(0, 0, vid.width, vid.height);
8482 GL_ScissorTest(false);
8486 void R_RenderWaterPlanes(void)
8488 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8490 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8491 if (r_timereport_active)
8492 R_TimeReport("waterworld");
8495 // don't let sound skip if going slow
8496 if (r_refdef.scene.extraupdate)
8499 R_DrawModelsAddWaterPlanes();
8500 if (r_timereport_active)
8501 R_TimeReport("watermodels");
8503 if (r_waterstate.numwaterplanes)
8505 R_Water_ProcessPlanes();
8506 if (r_timereport_active)
8507 R_TimeReport("waterscenes");
8511 extern void R_DrawLightningBeams (void);
8512 extern void VM_CL_AddPolygonsToMeshQueue (void);
8513 extern void R_DrawPortals (void);
8514 extern cvar_t cl_locs_show;
8515 static void R_DrawLocs(void);
8516 static void R_DrawEntityBBoxes(void);
8517 static void R_DrawModelDecals(void);
8518 extern void R_DrawModelShadows(void);
8519 extern void R_DrawModelShadowMaps(void);
8520 extern cvar_t cl_decals_newsystem;
8521 extern qboolean r_shadow_usingdeferredprepass;
8522 void R_RenderScene(void)
8524 qboolean shadowmapping = false;
8526 if (r_timereport_active)
8527 R_TimeReport("beginscene");
8529 r_refdef.stats.renders++;
8533 // don't let sound skip if going slow
8534 if (r_refdef.scene.extraupdate)
8537 R_MeshQueue_BeginScene();
8541 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);
8543 if (r_timereport_active)
8544 R_TimeReport("skystartframe");
8546 if (cl.csqc_vidvars.drawworld)
8548 // don't let sound skip if going slow
8549 if (r_refdef.scene.extraupdate)
8552 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8554 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8555 if (r_timereport_active)
8556 R_TimeReport("worldsky");
8559 if (R_DrawBrushModelsSky() && r_timereport_active)
8560 R_TimeReport("bmodelsky");
8562 if (skyrendermasked && skyrenderlater)
8564 // we have to force off the water clipping plane while rendering sky
8568 if (r_timereport_active)
8569 R_TimeReport("sky");
8573 R_AnimCache_CacheVisibleEntities();
8574 if (r_timereport_active)
8575 R_TimeReport("animation");
8577 R_Shadow_PrepareLights();
8578 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8579 R_Shadow_PrepareModelShadows();
8580 if (r_timereport_active)
8581 R_TimeReport("preparelights");
8583 if (R_Shadow_ShadowMappingEnabled())
8584 shadowmapping = true;
8586 if (r_shadow_usingdeferredprepass)
8587 R_Shadow_DrawPrepass();
8589 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8591 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8592 if (r_timereport_active)
8593 R_TimeReport("worlddepth");
8595 if (r_depthfirst.integer >= 2)
8597 R_DrawModelsDepth();
8598 if (r_timereport_active)
8599 R_TimeReport("modeldepth");
8602 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8604 R_DrawModelShadowMaps();
8605 R_ResetViewRendering3D();
8606 // don't let sound skip if going slow
8607 if (r_refdef.scene.extraupdate)
8611 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8613 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8614 if (r_timereport_active)
8615 R_TimeReport("world");
8618 // don't let sound skip if going slow
8619 if (r_refdef.scene.extraupdate)
8623 if (r_timereport_active)
8624 R_TimeReport("models");
8626 // don't let sound skip if going slow
8627 if (r_refdef.scene.extraupdate)
8630 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8632 R_DrawModelShadows();
8633 R_ResetViewRendering3D();
8634 // don't let sound skip if going slow
8635 if (r_refdef.scene.extraupdate)
8639 if (!r_shadow_usingdeferredprepass)
8641 R_Shadow_DrawLights();
8642 if (r_timereport_active)
8643 R_TimeReport("rtlights");
8646 // don't let sound skip if going slow
8647 if (r_refdef.scene.extraupdate)
8650 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8652 R_DrawModelShadows();
8653 R_ResetViewRendering3D();
8654 // don't let sound skip if going slow
8655 if (r_refdef.scene.extraupdate)
8659 if (cl.csqc_vidvars.drawworld)
8661 if (cl_decals_newsystem.integer)
8663 R_DrawModelDecals();
8664 if (r_timereport_active)
8665 R_TimeReport("modeldecals");
8670 if (r_timereport_active)
8671 R_TimeReport("decals");
8675 if (r_timereport_active)
8676 R_TimeReport("particles");
8679 if (r_timereport_active)
8680 R_TimeReport("explosions");
8682 R_DrawLightningBeams();
8683 if (r_timereport_active)
8684 R_TimeReport("lightning");
8687 VM_CL_AddPolygonsToMeshQueue();
8689 if (r_refdef.view.showdebug)
8691 if (cl_locs_show.integer)
8694 if (r_timereport_active)
8695 R_TimeReport("showlocs");
8698 if (r_drawportals.integer)
8701 if (r_timereport_active)
8702 R_TimeReport("portals");
8705 if (r_showbboxes.value > 0)
8707 R_DrawEntityBBoxes();
8708 if (r_timereport_active)
8709 R_TimeReport("bboxes");
8713 R_MeshQueue_RenderTransparent();
8714 if (r_timereport_active)
8715 R_TimeReport("drawtrans");
8717 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))
8719 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8720 if (r_timereport_active)
8721 R_TimeReport("worlddebug");
8722 R_DrawModelsDebug();
8723 if (r_timereport_active)
8724 R_TimeReport("modeldebug");
8727 if (cl.csqc_vidvars.drawworld)
8729 R_Shadow_DrawCoronas();
8730 if (r_timereport_active)
8731 R_TimeReport("coronas");
8734 // don't let sound skip if going slow
8735 if (r_refdef.scene.extraupdate)
8738 R_ResetViewRendering2D();
8741 static const unsigned short bboxelements[36] =
8751 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8754 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8756 RSurf_ActiveWorldEntity();
8758 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8759 GL_DepthMask(false);
8760 GL_DepthRange(0, 1);
8761 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8762 R_Mesh_ResetTextureState();
8764 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8765 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8766 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8767 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8768 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8769 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8770 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8771 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8772 R_FillColors(color4f, 8, cr, cg, cb, ca);
8773 if (r_refdef.fogenabled)
8775 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8777 f1 = RSurf_FogVertex(v);
8779 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8780 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8781 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8784 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8785 R_Mesh_ResetTextureState();
8786 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8787 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8790 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8794 prvm_edict_t *edict;
8795 prvm_prog_t *prog_save = prog;
8797 // this function draws bounding boxes of server entities
8801 GL_CullFace(GL_NONE);
8802 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8806 for (i = 0;i < numsurfaces;i++)
8808 edict = PRVM_EDICT_NUM(surfacelist[i]);
8809 switch ((int)edict->fields.server->solid)
8811 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8812 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8813 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8814 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8815 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8816 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8818 color[3] *= r_showbboxes.value;
8819 color[3] = bound(0, color[3], 1);
8820 GL_DepthTest(!r_showdisabledepthtest.integer);
8821 GL_CullFace(r_refdef.view.cullface_front);
8822 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8828 static void R_DrawEntityBBoxes(void)
8831 prvm_edict_t *edict;
8833 prvm_prog_t *prog_save = prog;
8835 // this function draws bounding boxes of server entities
8841 for (i = 0;i < prog->num_edicts;i++)
8843 edict = PRVM_EDICT_NUM(i);
8844 if (edict->priv.server->free)
8846 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8847 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8849 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8851 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8852 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8858 static const int nomodelelement3i[24] =
8870 static const unsigned short nomodelelement3s[24] =
8882 static const float nomodelvertex3f[6*3] =
8892 static const float nomodelcolor4f[6*4] =
8894 0.0f, 0.0f, 0.5f, 1.0f,
8895 0.0f, 0.0f, 0.5f, 1.0f,
8896 0.0f, 0.5f, 0.0f, 1.0f,
8897 0.0f, 0.5f, 0.0f, 1.0f,
8898 0.5f, 0.0f, 0.0f, 1.0f,
8899 0.5f, 0.0f, 0.0f, 1.0f
8902 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8908 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);
8910 // this is only called once per entity so numsurfaces is always 1, and
8911 // surfacelist is always {0}, so this code does not handle batches
8913 if (rsurface.ent_flags & RENDER_ADDITIVE)
8915 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8916 GL_DepthMask(false);
8918 else if (rsurface.colormod[3] < 1)
8920 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8921 GL_DepthMask(false);
8925 GL_BlendFunc(GL_ONE, GL_ZERO);
8928 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8929 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8930 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8931 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8932 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8933 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8934 for (i = 0, c = color4f;i < 6;i++, c += 4)
8936 c[0] *= rsurface.colormod[0];
8937 c[1] *= rsurface.colormod[1];
8938 c[2] *= rsurface.colormod[2];
8939 c[3] *= rsurface.colormod[3];
8941 if (r_refdef.fogenabled)
8943 for (i = 0, c = color4f;i < 6;i++, c += 4)
8945 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8947 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8948 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8949 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8952 R_Mesh_ResetTextureState();
8953 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8954 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8957 void R_DrawNoModel(entity_render_t *ent)
8960 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8961 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8962 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8964 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8967 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8969 vec3_t right1, right2, diff, normal;
8971 VectorSubtract (org2, org1, normal);
8973 // calculate 'right' vector for start
8974 VectorSubtract (r_refdef.view.origin, org1, diff);
8975 CrossProduct (normal, diff, right1);
8976 VectorNormalize (right1);
8978 // calculate 'right' vector for end
8979 VectorSubtract (r_refdef.view.origin, org2, diff);
8980 CrossProduct (normal, diff, right2);
8981 VectorNormalize (right2);
8983 vert[ 0] = org1[0] + width * right1[0];
8984 vert[ 1] = org1[1] + width * right1[1];
8985 vert[ 2] = org1[2] + width * right1[2];
8986 vert[ 3] = org1[0] - width * right1[0];
8987 vert[ 4] = org1[1] - width * right1[1];
8988 vert[ 5] = org1[2] - width * right1[2];
8989 vert[ 6] = org2[0] - width * right2[0];
8990 vert[ 7] = org2[1] - width * right2[1];
8991 vert[ 8] = org2[2] - width * right2[2];
8992 vert[ 9] = org2[0] + width * right2[0];
8993 vert[10] = org2[1] + width * right2[1];
8994 vert[11] = org2[2] + width * right2[2];
8997 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)
8999 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9000 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9001 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9002 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9003 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9004 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9005 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9006 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9007 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9008 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9009 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9010 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9013 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9018 VectorSet(v, x, y, z);
9019 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9020 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9022 if (i == mesh->numvertices)
9024 if (mesh->numvertices < mesh->maxvertices)
9026 VectorCopy(v, vertex3f);
9027 mesh->numvertices++;
9029 return mesh->numvertices;
9035 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9039 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9040 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9041 e = mesh->element3i + mesh->numtriangles * 3;
9042 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9044 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9045 if (mesh->numtriangles < mesh->maxtriangles)
9050 mesh->numtriangles++;
9052 element[1] = element[2];
9056 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9060 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9061 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9062 e = mesh->element3i + mesh->numtriangles * 3;
9063 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9065 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9066 if (mesh->numtriangles < mesh->maxtriangles)
9071 mesh->numtriangles++;
9073 element[1] = element[2];
9077 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9078 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9080 int planenum, planenum2;
9083 mplane_t *plane, *plane2;
9085 double temppoints[2][256*3];
9086 // figure out how large a bounding box we need to properly compute this brush
9088 for (w = 0;w < numplanes;w++)
9089 maxdist = max(maxdist, fabs(planes[w].dist));
9090 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9091 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9092 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9096 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9097 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9099 if (planenum2 == planenum)
9101 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);
9104 if (tempnumpoints < 3)
9106 // generate elements forming a triangle fan for this polygon
9107 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9111 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)
9113 texturelayer_t *layer;
9114 layer = t->currentlayers + t->currentnumlayers++;
9116 layer->depthmask = depthmask;
9117 layer->blendfunc1 = blendfunc1;
9118 layer->blendfunc2 = blendfunc2;
9119 layer->texture = texture;
9120 layer->texmatrix = *matrix;
9121 layer->color[0] = r;
9122 layer->color[1] = g;
9123 layer->color[2] = b;
9124 layer->color[3] = a;
9127 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9129 if(parms[0] == 0 && parms[1] == 0)
9131 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9132 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9137 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9140 index = parms[2] + r_refdef.scene.time * parms[3];
9141 index -= floor(index);
9142 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9145 case Q3WAVEFUNC_NONE:
9146 case Q3WAVEFUNC_NOISE:
9147 case Q3WAVEFUNC_COUNT:
9150 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9151 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9152 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9153 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9154 case Q3WAVEFUNC_TRIANGLE:
9156 f = index - floor(index);
9167 f = parms[0] + parms[1] * f;
9168 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9169 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9173 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9178 matrix4x4_t matrix, temp;
9179 switch(tcmod->tcmod)
9183 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9184 matrix = r_waterscrollmatrix;
9186 matrix = identitymatrix;
9188 case Q3TCMOD_ENTITYTRANSLATE:
9189 // this is used in Q3 to allow the gamecode to control texcoord
9190 // scrolling on the entity, which is not supported in darkplaces yet.
9191 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9193 case Q3TCMOD_ROTATE:
9194 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9195 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9196 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9199 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9201 case Q3TCMOD_SCROLL:
9202 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9204 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9205 w = (int) tcmod->parms[0];
9206 h = (int) tcmod->parms[1];
9207 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9209 idx = (int) floor(f * w * h);
9210 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9212 case Q3TCMOD_STRETCH:
9213 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9214 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9216 case Q3TCMOD_TRANSFORM:
9217 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9218 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9219 VectorSet(tcmat + 6, 0 , 0 , 1);
9220 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9221 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9223 case Q3TCMOD_TURBULENT:
9224 // this is handled in the RSurf_PrepareVertices function
9225 matrix = identitymatrix;
9229 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9232 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9234 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9235 char name[MAX_QPATH];
9236 skinframe_t *skinframe;
9237 unsigned char pixels[296*194];
9238 strlcpy(cache->name, skinname, sizeof(cache->name));
9239 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9240 if (developer_loading.integer)
9241 Con_Printf("loading %s\n", name);
9242 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9243 if (!skinframe || !skinframe->base)
9246 fs_offset_t filesize;
9248 f = FS_LoadFile(name, tempmempool, true, &filesize);
9251 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9252 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9256 cache->skinframe = skinframe;
9259 texture_t *R_GetCurrentTexture(texture_t *t)
9262 const entity_render_t *ent = rsurface.entity;
9263 dp_model_t *model = ent->model;
9264 q3shaderinfo_layer_tcmod_t *tcmod;
9266 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9267 return t->currentframe;
9268 t->update_lastrenderframe = r_textureframe;
9269 t->update_lastrenderentity = (void *)ent;
9271 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9272 t->camera_entity = ent->entitynumber;
9274 t->camera_entity = 0;
9276 // switch to an alternate material if this is a q1bsp animated material
9278 texture_t *texture = t;
9279 int s = rsurface.ent_skinnum;
9280 if ((unsigned int)s >= (unsigned int)model->numskins)
9282 if (model->skinscenes)
9284 if (model->skinscenes[s].framecount > 1)
9285 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9287 s = model->skinscenes[s].firstframe;
9290 t = t + s * model->num_surfaces;
9293 // use an alternate animation if the entity's frame is not 0,
9294 // and only if the texture has an alternate animation
9295 if (rsurface.ent_alttextures && t->anim_total[1])
9296 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9298 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9300 texture->currentframe = t;
9303 // update currentskinframe to be a qw skin or animation frame
9304 if (rsurface.ent_qwskin >= 0)
9306 i = rsurface.ent_qwskin;
9307 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9309 r_qwskincache_size = cl.maxclients;
9311 Mem_Free(r_qwskincache);
9312 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9314 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9315 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9316 t->currentskinframe = r_qwskincache[i].skinframe;
9317 if (t->currentskinframe == NULL)
9318 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9320 else if (t->numskinframes >= 2)
9321 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9322 if (t->backgroundnumskinframes >= 2)
9323 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9325 t->currentmaterialflags = t->basematerialflags;
9326 t->currentalpha = rsurface.colormod[3];
9327 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9328 t->currentalpha *= r_wateralpha.value;
9329 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9330 t->currentalpha *= t->r_water_wateralpha;
9331 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9332 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9333 if (!(rsurface.ent_flags & RENDER_LIGHT))
9334 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9335 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9337 // pick a model lighting mode
9338 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9339 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9341 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9343 if (rsurface.ent_flags & RENDER_ADDITIVE)
9344 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9345 else if (t->currentalpha < 1)
9346 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9347 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9348 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9349 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9350 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9351 if (t->backgroundnumskinframes)
9352 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9353 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9355 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9356 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9359 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9360 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9361 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9363 // there is no tcmod
9364 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9366 t->currenttexmatrix = r_waterscrollmatrix;
9367 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9369 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9371 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9372 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9375 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9376 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9377 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9378 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9380 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9381 if (t->currentskinframe->qpixels)
9382 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9383 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9384 if (!t->basetexture)
9385 t->basetexture = r_texture_notexture;
9386 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9387 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9388 t->nmaptexture = t->currentskinframe->nmap;
9389 if (!t->nmaptexture)
9390 t->nmaptexture = r_texture_blanknormalmap;
9391 t->glosstexture = r_texture_black;
9392 t->glowtexture = t->currentskinframe->glow;
9393 t->fogtexture = t->currentskinframe->fog;
9394 t->reflectmasktexture = t->currentskinframe->reflect;
9395 if (t->backgroundnumskinframes)
9397 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9398 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9399 t->backgroundglosstexture = r_texture_black;
9400 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9401 if (!t->backgroundnmaptexture)
9402 t->backgroundnmaptexture = r_texture_blanknormalmap;
9406 t->backgroundbasetexture = r_texture_white;
9407 t->backgroundnmaptexture = r_texture_blanknormalmap;
9408 t->backgroundglosstexture = r_texture_black;
9409 t->backgroundglowtexture = NULL;
9411 t->specularpower = r_shadow_glossexponent.value;
9412 // TODO: store reference values for these in the texture?
9413 t->specularscale = 0;
9414 if (r_shadow_gloss.integer > 0)
9416 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9418 if (r_shadow_glossintensity.value > 0)
9420 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9421 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9422 t->specularscale = r_shadow_glossintensity.value;
9425 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9427 t->glosstexture = r_texture_white;
9428 t->backgroundglosstexture = r_texture_white;
9429 t->specularscale = r_shadow_gloss2intensity.value;
9430 t->specularpower = r_shadow_gloss2exponent.value;
9433 t->specularscale *= t->specularscalemod;
9434 t->specularpower *= t->specularpowermod;
9436 // lightmaps mode looks bad with dlights using actual texturing, so turn
9437 // off the colormap and glossmap, but leave the normalmap on as it still
9438 // accurately represents the shading involved
9439 if (gl_lightmaps.integer)
9441 t->basetexture = r_texture_grey128;
9442 t->pantstexture = r_texture_black;
9443 t->shirttexture = r_texture_black;
9444 t->nmaptexture = r_texture_blanknormalmap;
9445 t->glosstexture = r_texture_black;
9446 t->glowtexture = NULL;
9447 t->fogtexture = NULL;
9448 t->reflectmasktexture = NULL;
9449 t->backgroundbasetexture = NULL;
9450 t->backgroundnmaptexture = r_texture_blanknormalmap;
9451 t->backgroundglosstexture = r_texture_black;
9452 t->backgroundglowtexture = NULL;
9453 t->specularscale = 0;
9454 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9457 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9458 VectorClear(t->dlightcolor);
9459 t->currentnumlayers = 0;
9460 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9462 int blendfunc1, blendfunc2;
9464 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9466 blendfunc1 = GL_SRC_ALPHA;
9467 blendfunc2 = GL_ONE;
9469 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9471 blendfunc1 = GL_SRC_ALPHA;
9472 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9474 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9476 blendfunc1 = t->customblendfunc[0];
9477 blendfunc2 = t->customblendfunc[1];
9481 blendfunc1 = GL_ONE;
9482 blendfunc2 = GL_ZERO;
9484 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9485 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9487 // fullbright is not affected by r_refdef.lightmapintensity
9488 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]);
9489 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9490 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]);
9491 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9492 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]);
9496 vec3_t ambientcolor;
9498 // set the color tint used for lights affecting this surface
9499 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9501 // q3bsp has no lightmap updates, so the lightstylevalue that
9502 // would normally be baked into the lightmap must be
9503 // applied to the color
9504 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9505 if (model->type == mod_brushq3)
9506 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9507 colorscale *= r_refdef.lightmapintensity;
9508 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9509 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9510 // basic lit geometry
9511 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]);
9512 // add pants/shirt if needed
9513 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9514 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]);
9515 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9516 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]);
9517 // now add ambient passes if needed
9518 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9520 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]);
9521 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9522 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]);
9523 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9524 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]);
9527 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9528 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]);
9529 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9531 // if this is opaque use alpha blend which will darken the earlier
9534 // if this is an alpha blended material, all the earlier passes
9535 // were darkened by fog already, so we only need to add the fog
9536 // color ontop through the fog mask texture
9538 // if this is an additive blended material, all the earlier passes
9539 // were darkened by fog already, and we should not add fog color
9540 // (because the background was not darkened, there is no fog color
9541 // that was lost behind it).
9542 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]);
9546 return t->currentframe;
9549 rsurfacestate_t rsurface;
9551 void R_Mesh_ResizeArrays(int newvertices)
9553 unsigned char *base;
9555 if (rsurface.array_size >= newvertices)
9557 if (rsurface.array_base)
9558 Mem_Free(rsurface.array_base);
9559 rsurface.array_size = (newvertices + 1023) & ~1023;
9561 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9562 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9563 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9564 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9565 size += rsurface.array_size * sizeof(float[3]);
9566 size += rsurface.array_size * sizeof(float[3]);
9567 size += rsurface.array_size * sizeof(float[3]);
9568 size += rsurface.array_size * sizeof(float[3]);
9569 size += rsurface.array_size * sizeof(float[3]);
9570 size += rsurface.array_size * sizeof(float[3]);
9571 size += rsurface.array_size * sizeof(float[3]);
9572 size += rsurface.array_size * sizeof(float[3]);
9573 size += rsurface.array_size * sizeof(float[4]);
9574 size += rsurface.array_size * sizeof(float[2]);
9575 size += rsurface.array_size * sizeof(float[2]);
9576 size += rsurface.array_size * sizeof(float[4]);
9577 size += rsurface.array_size * sizeof(int[3]);
9578 size += rsurface.array_size * sizeof(unsigned short[3]);
9579 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9580 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9581 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9582 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9583 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9584 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9585 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9586 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9587 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9588 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9589 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9590 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9591 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9592 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9593 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9594 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9595 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9596 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9597 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9600 void RSurf_ActiveWorldEntity(void)
9602 dp_model_t *model = r_refdef.scene.worldmodel;
9603 //if (rsurface.entity == r_refdef.scene.worldentity)
9605 rsurface.entity = r_refdef.scene.worldentity;
9606 rsurface.skeleton = NULL;
9607 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9608 rsurface.ent_skinnum = 0;
9609 rsurface.ent_qwskin = -1;
9610 rsurface.ent_shadertime = 0;
9611 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9612 if (rsurface.array_size < model->surfmesh.num_vertices)
9613 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9614 rsurface.matrix = identitymatrix;
9615 rsurface.inversematrix = identitymatrix;
9616 rsurface.matrixscale = 1;
9617 rsurface.inversematrixscale = 1;
9618 R_EntityMatrix(&identitymatrix);
9619 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9620 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9621 rsurface.fograngerecip = r_refdef.fograngerecip;
9622 rsurface.fogheightfade = r_refdef.fogheightfade;
9623 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9624 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9625 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9626 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9627 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9628 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9629 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9630 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9631 rsurface.colormod[3] = 1;
9632 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);
9633 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9634 rsurface.frameblend[0].lerp = 1;
9635 rsurface.ent_alttextures = false;
9636 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9637 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9638 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9639 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9640 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9641 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9642 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9643 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9644 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9645 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9646 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9647 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9648 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9649 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9650 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9651 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9652 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9653 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9654 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9655 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9656 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9657 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9658 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9659 rsurface.modelelement3i = model->surfmesh.data_element3i;
9660 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9661 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9662 rsurface.modelelement3s = model->surfmesh.data_element3s;
9663 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9664 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9665 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9666 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9667 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9668 rsurface.modelsurfaces = model->data_surfaces;
9669 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9670 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9671 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9672 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9673 rsurface.modelgeneratedvertex = false;
9674 rsurface.batchgeneratedvertex = false;
9675 rsurface.batchfirstvertex = 0;
9676 rsurface.batchnumvertices = 0;
9677 rsurface.batchfirsttriangle = 0;
9678 rsurface.batchnumtriangles = 0;
9679 rsurface.batchvertex3f = NULL;
9680 rsurface.batchvertex3f_vertexbuffer = NULL;
9681 rsurface.batchvertex3f_bufferoffset = 0;
9682 rsurface.batchsvector3f = NULL;
9683 rsurface.batchsvector3f_vertexbuffer = NULL;
9684 rsurface.batchsvector3f_bufferoffset = 0;
9685 rsurface.batchtvector3f = NULL;
9686 rsurface.batchtvector3f_vertexbuffer = NULL;
9687 rsurface.batchtvector3f_bufferoffset = 0;
9688 rsurface.batchnormal3f = NULL;
9689 rsurface.batchnormal3f_vertexbuffer = NULL;
9690 rsurface.batchnormal3f_bufferoffset = 0;
9691 rsurface.batchlightmapcolor4f = NULL;
9692 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9693 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9694 rsurface.batchtexcoordtexture2f = NULL;
9695 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9696 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9697 rsurface.batchtexcoordlightmap2f = NULL;
9698 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9699 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9700 rsurface.batchvertexmesh = NULL;
9701 rsurface.batchvertexmeshbuffer = NULL;
9702 rsurface.batchvertexposition = NULL;
9703 rsurface.batchvertexpositionbuffer = NULL;
9704 rsurface.batchelement3i = NULL;
9705 rsurface.batchelement3i_indexbuffer = NULL;
9706 rsurface.batchelement3i_bufferoffset = 0;
9707 rsurface.batchelement3s = NULL;
9708 rsurface.batchelement3s_indexbuffer = NULL;
9709 rsurface.batchelement3s_bufferoffset = 0;
9710 rsurface.passcolor4f = NULL;
9711 rsurface.passcolor4f_vertexbuffer = NULL;
9712 rsurface.passcolor4f_bufferoffset = 0;
9715 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9717 dp_model_t *model = ent->model;
9718 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9720 rsurface.entity = (entity_render_t *)ent;
9721 rsurface.skeleton = ent->skeleton;
9722 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9723 rsurface.ent_skinnum = ent->skinnum;
9724 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;
9725 rsurface.ent_shadertime = ent->shadertime;
9726 rsurface.ent_flags = ent->flags;
9727 if (rsurface.array_size < model->surfmesh.num_vertices)
9728 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9729 rsurface.matrix = ent->matrix;
9730 rsurface.inversematrix = ent->inversematrix;
9731 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9732 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9733 R_EntityMatrix(&rsurface.matrix);
9734 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9735 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9736 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9737 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9738 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9739 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9740 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9741 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9742 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9743 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9744 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9745 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9746 rsurface.colormod[3] = ent->alpha;
9747 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9748 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9749 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9750 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9751 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9752 if (ent->model->brush.submodel && !prepass)
9754 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9755 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9757 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9759 if (ent->animcache_vertex3f && !r_framedata_failed)
9761 rsurface.modelvertex3f = ent->animcache_vertex3f;
9762 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9763 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9764 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9765 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9766 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9767 rsurface.modelvertexposition = ent->animcache_vertexposition;
9768 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9770 else if (wanttangents)
9772 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9773 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9774 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9775 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9776 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9777 rsurface.modelvertexmesh = NULL;
9778 rsurface.modelvertexmeshbuffer = NULL;
9779 rsurface.modelvertexposition = NULL;
9780 rsurface.modelvertexpositionbuffer = NULL;
9782 else if (wantnormals)
9784 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9785 rsurface.modelsvector3f = NULL;
9786 rsurface.modeltvector3f = NULL;
9787 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9788 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9789 rsurface.modelvertexmesh = NULL;
9790 rsurface.modelvertexmeshbuffer = NULL;
9791 rsurface.modelvertexposition = NULL;
9792 rsurface.modelvertexpositionbuffer = NULL;
9796 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9797 rsurface.modelsvector3f = NULL;
9798 rsurface.modeltvector3f = NULL;
9799 rsurface.modelnormal3f = NULL;
9800 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9801 rsurface.modelvertexmesh = NULL;
9802 rsurface.modelvertexmeshbuffer = NULL;
9803 rsurface.modelvertexposition = NULL;
9804 rsurface.modelvertexpositionbuffer = NULL;
9806 rsurface.modelvertex3f_vertexbuffer = 0;
9807 rsurface.modelvertex3f_bufferoffset = 0;
9808 rsurface.modelsvector3f_vertexbuffer = 0;
9809 rsurface.modelsvector3f_bufferoffset = 0;
9810 rsurface.modeltvector3f_vertexbuffer = 0;
9811 rsurface.modeltvector3f_bufferoffset = 0;
9812 rsurface.modelnormal3f_vertexbuffer = 0;
9813 rsurface.modelnormal3f_bufferoffset = 0;
9814 rsurface.modelgeneratedvertex = true;
9818 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9819 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9820 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9821 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9822 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9823 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9824 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9825 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9826 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9827 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9828 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9829 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9830 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9831 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9832 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9833 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9834 rsurface.modelgeneratedvertex = false;
9836 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9837 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9838 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9839 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9840 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9841 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9842 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9843 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9844 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9845 rsurface.modelelement3i = model->surfmesh.data_element3i;
9846 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9847 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9848 rsurface.modelelement3s = model->surfmesh.data_element3s;
9849 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9850 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9851 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9852 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9853 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9854 rsurface.modelsurfaces = model->data_surfaces;
9855 rsurface.batchgeneratedvertex = false;
9856 rsurface.batchfirstvertex = 0;
9857 rsurface.batchnumvertices = 0;
9858 rsurface.batchfirsttriangle = 0;
9859 rsurface.batchnumtriangles = 0;
9860 rsurface.batchvertex3f = NULL;
9861 rsurface.batchvertex3f_vertexbuffer = NULL;
9862 rsurface.batchvertex3f_bufferoffset = 0;
9863 rsurface.batchsvector3f = NULL;
9864 rsurface.batchsvector3f_vertexbuffer = NULL;
9865 rsurface.batchsvector3f_bufferoffset = 0;
9866 rsurface.batchtvector3f = NULL;
9867 rsurface.batchtvector3f_vertexbuffer = NULL;
9868 rsurface.batchtvector3f_bufferoffset = 0;
9869 rsurface.batchnormal3f = NULL;
9870 rsurface.batchnormal3f_vertexbuffer = NULL;
9871 rsurface.batchnormal3f_bufferoffset = 0;
9872 rsurface.batchlightmapcolor4f = NULL;
9873 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9874 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9875 rsurface.batchtexcoordtexture2f = NULL;
9876 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9877 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9878 rsurface.batchtexcoordlightmap2f = NULL;
9879 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9880 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9881 rsurface.batchvertexmesh = NULL;
9882 rsurface.batchvertexmeshbuffer = NULL;
9883 rsurface.batchvertexposition = NULL;
9884 rsurface.batchvertexpositionbuffer = NULL;
9885 rsurface.batchelement3i = NULL;
9886 rsurface.batchelement3i_indexbuffer = NULL;
9887 rsurface.batchelement3i_bufferoffset = 0;
9888 rsurface.batchelement3s = NULL;
9889 rsurface.batchelement3s_indexbuffer = NULL;
9890 rsurface.batchelement3s_bufferoffset = 0;
9891 rsurface.passcolor4f = NULL;
9892 rsurface.passcolor4f_vertexbuffer = NULL;
9893 rsurface.passcolor4f_bufferoffset = 0;
9896 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)
9900 rsurface.entity = r_refdef.scene.worldentity;
9901 rsurface.skeleton = NULL;
9902 rsurface.ent_skinnum = 0;
9903 rsurface.ent_qwskin = -1;
9904 rsurface.ent_shadertime = shadertime;
9905 rsurface.ent_flags = entflags;
9906 rsurface.modelnumvertices = numvertices;
9907 rsurface.modelnumtriangles = numtriangles;
9908 if (rsurface.array_size < rsurface.modelnumvertices)
9909 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9910 rsurface.matrix = *matrix;
9911 rsurface.inversematrix = *inversematrix;
9912 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9913 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9914 R_EntityMatrix(&rsurface.matrix);
9915 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9916 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9917 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9918 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9919 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9920 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9921 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9922 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9923 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9924 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9925 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9926 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9927 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);
9928 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9929 rsurface.frameblend[0].lerp = 1;
9930 rsurface.ent_alttextures = false;
9931 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9932 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9935 rsurface.modelvertex3f = vertex3f;
9936 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9937 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9938 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9940 else if (wantnormals)
9942 rsurface.modelvertex3f = vertex3f;
9943 rsurface.modelsvector3f = NULL;
9944 rsurface.modeltvector3f = NULL;
9945 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9949 rsurface.modelvertex3f = vertex3f;
9950 rsurface.modelsvector3f = NULL;
9951 rsurface.modeltvector3f = NULL;
9952 rsurface.modelnormal3f = NULL;
9954 rsurface.modelvertexmesh = NULL;
9955 rsurface.modelvertexmeshbuffer = NULL;
9956 rsurface.modelvertexposition = NULL;
9957 rsurface.modelvertexpositionbuffer = NULL;
9958 rsurface.modelvertex3f_vertexbuffer = 0;
9959 rsurface.modelvertex3f_bufferoffset = 0;
9960 rsurface.modelsvector3f_vertexbuffer = 0;
9961 rsurface.modelsvector3f_bufferoffset = 0;
9962 rsurface.modeltvector3f_vertexbuffer = 0;
9963 rsurface.modeltvector3f_bufferoffset = 0;
9964 rsurface.modelnormal3f_vertexbuffer = 0;
9965 rsurface.modelnormal3f_bufferoffset = 0;
9966 rsurface.modelgeneratedvertex = true;
9967 rsurface.modellightmapcolor4f = color4f;
9968 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9969 rsurface.modellightmapcolor4f_bufferoffset = 0;
9970 rsurface.modeltexcoordtexture2f = texcoord2f;
9971 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9972 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9973 rsurface.modeltexcoordlightmap2f = NULL;
9974 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9975 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9976 rsurface.modelelement3i = element3i;
9977 rsurface.modelelement3i_indexbuffer = NULL;
9978 rsurface.modelelement3i_bufferoffset = 0;
9979 rsurface.modelelement3s = element3s;
9980 rsurface.modelelement3s_indexbuffer = NULL;
9981 rsurface.modelelement3s_bufferoffset = 0;
9982 rsurface.modellightmapoffsets = NULL;
9983 rsurface.modelsurfaces = NULL;
9984 rsurface.batchgeneratedvertex = false;
9985 rsurface.batchfirstvertex = 0;
9986 rsurface.batchnumvertices = 0;
9987 rsurface.batchfirsttriangle = 0;
9988 rsurface.batchnumtriangles = 0;
9989 rsurface.batchvertex3f = NULL;
9990 rsurface.batchvertex3f_vertexbuffer = NULL;
9991 rsurface.batchvertex3f_bufferoffset = 0;
9992 rsurface.batchsvector3f = NULL;
9993 rsurface.batchsvector3f_vertexbuffer = NULL;
9994 rsurface.batchsvector3f_bufferoffset = 0;
9995 rsurface.batchtvector3f = NULL;
9996 rsurface.batchtvector3f_vertexbuffer = NULL;
9997 rsurface.batchtvector3f_bufferoffset = 0;
9998 rsurface.batchnormal3f = NULL;
9999 rsurface.batchnormal3f_vertexbuffer = NULL;
10000 rsurface.batchnormal3f_bufferoffset = 0;
10001 rsurface.batchlightmapcolor4f = NULL;
10002 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10003 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10004 rsurface.batchtexcoordtexture2f = NULL;
10005 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10006 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10007 rsurface.batchtexcoordlightmap2f = NULL;
10008 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10009 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10010 rsurface.batchvertexmesh = NULL;
10011 rsurface.batchvertexmeshbuffer = NULL;
10012 rsurface.batchvertexposition = NULL;
10013 rsurface.batchvertexpositionbuffer = NULL;
10014 rsurface.batchelement3i = NULL;
10015 rsurface.batchelement3i_indexbuffer = NULL;
10016 rsurface.batchelement3i_bufferoffset = 0;
10017 rsurface.batchelement3s = NULL;
10018 rsurface.batchelement3s_indexbuffer = NULL;
10019 rsurface.batchelement3s_bufferoffset = 0;
10020 rsurface.passcolor4f = NULL;
10021 rsurface.passcolor4f_vertexbuffer = NULL;
10022 rsurface.passcolor4f_bufferoffset = 0;
10024 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10026 if ((wantnormals || wanttangents) && !normal3f)
10028 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10029 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10031 if (wanttangents && !svector3f)
10033 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10034 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10035 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10039 // now convert arrays into vertexmesh structs
10040 for (i = 0;i < numvertices;i++)
10042 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10043 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10044 if (rsurface.modelsvector3f)
10045 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10046 if (rsurface.modeltvector3f)
10047 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10048 if (rsurface.modelnormal3f)
10049 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10050 if (rsurface.modellightmapcolor4f)
10051 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10052 if (rsurface.modeltexcoordtexture2f)
10053 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10054 if (rsurface.modeltexcoordlightmap2f)
10055 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10059 float RSurf_FogPoint(const float *v)
10061 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10062 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10063 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10064 float FogHeightFade = r_refdef.fogheightfade;
10066 unsigned int fogmasktableindex;
10067 if (r_refdef.fogplaneviewabove)
10068 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10070 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10071 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10072 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10075 float RSurf_FogVertex(const float *v)
10077 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10078 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10079 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10080 float FogHeightFade = rsurface.fogheightfade;
10082 unsigned int fogmasktableindex;
10083 if (r_refdef.fogplaneviewabove)
10084 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10086 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10087 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10088 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10091 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10094 for (i = 0;i < numelements;i++)
10095 outelement3i[i] = inelement3i[i] + adjust;
10098 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10099 extern cvar_t gl_vbo;
10100 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10108 int surfacefirsttriangle;
10109 int surfacenumtriangles;
10110 int surfacefirstvertex;
10111 int surfaceendvertex;
10112 int surfacenumvertices;
10113 int surfaceadjustvertex;
10117 qboolean dynamicvertex;
10121 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10122 float waveparms[4];
10123 q3shaderinfo_deform_t *deform;
10124 const msurface_t *surface, *firstsurface;
10125 r_vertexposition_t *vertexposition;
10126 r_vertexmesh_t *vertexmesh;
10127 if (!texturenumsurfaces)
10129 // find vertex range of this surface batch
10131 firstsurface = texturesurfacelist[0];
10132 firsttriangle = firstsurface->num_firsttriangle;
10134 firstvertex = endvertex = firstsurface->num_firstvertex;
10135 for (i = 0;i < texturenumsurfaces;i++)
10137 surface = texturesurfacelist[i];
10138 if (surface != firstsurface + i)
10140 surfacefirstvertex = surface->num_firstvertex;
10141 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10142 surfacenumtriangles = surface->num_triangles;
10143 if (firstvertex > surfacefirstvertex)
10144 firstvertex = surfacefirstvertex;
10145 if (endvertex < surfaceendvertex)
10146 endvertex = surfaceendvertex;
10147 numtriangles += surfacenumtriangles;
10152 // we now know the vertex range used, and if there are any gaps in it
10153 rsurface.batchfirstvertex = firstvertex;
10154 rsurface.batchnumvertices = endvertex - firstvertex;
10155 rsurface.batchfirsttriangle = firsttriangle;
10156 rsurface.batchnumtriangles = numtriangles;
10158 // this variable holds flags for which properties have been updated that
10159 // may require regenerating vertexmesh or vertexposition arrays...
10162 // check if any dynamic vertex processing must occur
10163 dynamicvertex = false;
10165 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10166 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10167 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10169 switch (deform->deform)
10172 case Q3DEFORM_PROJECTIONSHADOW:
10173 case Q3DEFORM_TEXT0:
10174 case Q3DEFORM_TEXT1:
10175 case Q3DEFORM_TEXT2:
10176 case Q3DEFORM_TEXT3:
10177 case Q3DEFORM_TEXT4:
10178 case Q3DEFORM_TEXT5:
10179 case Q3DEFORM_TEXT6:
10180 case Q3DEFORM_TEXT7:
10181 case Q3DEFORM_NONE:
10183 case Q3DEFORM_AUTOSPRITE:
10184 dynamicvertex = true;
10185 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10186 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10188 case Q3DEFORM_AUTOSPRITE2:
10189 dynamicvertex = true;
10190 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10191 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10193 case Q3DEFORM_NORMAL:
10194 dynamicvertex = true;
10195 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10196 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10198 case Q3DEFORM_WAVE:
10199 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10200 break; // if wavefunc is a nop, ignore this transform
10201 dynamicvertex = true;
10202 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10203 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10205 case Q3DEFORM_BULGE:
10206 dynamicvertex = true;
10207 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10208 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10210 case Q3DEFORM_MOVE:
10211 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10212 break; // if wavefunc is a nop, ignore this transform
10213 dynamicvertex = true;
10214 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10215 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10219 switch(rsurface.texture->tcgen.tcgen)
10222 case Q3TCGEN_TEXTURE:
10224 case Q3TCGEN_LIGHTMAP:
10225 dynamicvertex = true;
10226 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10227 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10229 case Q3TCGEN_VECTOR:
10230 dynamicvertex = true;
10231 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10232 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10234 case Q3TCGEN_ENVIRONMENT:
10235 dynamicvertex = true;
10236 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10237 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10240 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10242 dynamicvertex = true;
10243 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10244 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10247 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10249 dynamicvertex = true;
10250 batchneed |= BATCHNEED_NOGAPS;
10251 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10254 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10256 dynamicvertex = true;
10257 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10258 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10261 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10263 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10264 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10265 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10266 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10267 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10268 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10269 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10272 // when the model data has no vertex buffer (dynamic mesh), we need to
10274 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10275 batchneed |= BATCHNEED_NOGAPS;
10277 // if needsupdate, we have to do a dynamic vertex batch for sure
10278 if (needsupdate & batchneed)
10279 dynamicvertex = true;
10281 // see if we need to build vertexmesh from arrays
10282 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10283 dynamicvertex = true;
10285 // see if we need to build vertexposition from arrays
10286 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10287 dynamicvertex = true;
10289 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10290 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10291 dynamicvertex = true;
10293 // if there is a chance of animated vertex colors, it's a dynamic batch
10294 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10295 dynamicvertex = true;
10297 rsurface.batchvertex3f = rsurface.modelvertex3f;
10298 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10299 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10300 rsurface.batchsvector3f = rsurface.modelsvector3f;
10301 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10302 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10303 rsurface.batchtvector3f = rsurface.modeltvector3f;
10304 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10305 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10306 rsurface.batchnormal3f = rsurface.modelnormal3f;
10307 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10308 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10309 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10310 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10311 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10312 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10313 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10314 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10315 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10316 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10317 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10318 rsurface.batchvertexposition = rsurface.modelvertexposition;
10319 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10320 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10321 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10322 rsurface.batchelement3i = rsurface.modelelement3i;
10323 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10324 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10325 rsurface.batchelement3s = rsurface.modelelement3s;
10326 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10327 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10329 // if any dynamic vertex processing has to occur in software, we copy the
10330 // entire surface list together before processing to rebase the vertices
10331 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10333 // if any gaps exist and we do not have a static vertex buffer, we have to
10334 // copy the surface list together to avoid wasting upload bandwidth on the
10335 // vertices in the gaps.
10337 // if gaps exist and we have a static vertex buffer, we still have to
10338 // combine the index buffer ranges into one dynamic index buffer.
10340 // in all cases we end up with data that can be drawn in one call.
10342 if (!dynamicvertex)
10344 // static vertex data, just set pointers...
10345 rsurface.batchgeneratedvertex = false;
10346 // if there are gaps, we want to build a combined index buffer,
10347 // otherwise use the original static buffer with an appropriate offset
10352 for (i = 0;i < texturenumsurfaces;i++)
10354 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10355 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10356 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10357 numtriangles += surfacenumtriangles;
10359 rsurface.batchelement3i = rsurface.array_batchelement3i;
10360 rsurface.batchelement3i_indexbuffer = NULL;
10361 rsurface.batchelement3i_bufferoffset = 0;
10362 rsurface.batchelement3s = NULL;
10363 rsurface.batchelement3s_indexbuffer = NULL;
10364 rsurface.batchelement3s_bufferoffset = 0;
10365 if (endvertex <= 65536)
10367 rsurface.batchelement3s = rsurface.array_batchelement3s;
10368 for (i = 0;i < numtriangles*3;i++)
10369 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10371 rsurface.batchfirsttriangle = firsttriangle;
10372 rsurface.batchnumtriangles = numtriangles;
10377 // something needs software processing, do it for real...
10378 // we only directly handle interleaved array data in this case...
10379 rsurface.batchgeneratedvertex = true;
10381 // now copy the vertex data into a combined array and make an index array
10382 // (this is what Quake3 does all the time)
10383 //if (gaps || rsurface.batchfirstvertex)
10385 rsurface.batchvertexposition = NULL;
10386 rsurface.batchvertexpositionbuffer = NULL;
10387 rsurface.batchvertexmesh = NULL;
10388 rsurface.batchvertexmeshbuffer = NULL;
10389 rsurface.batchvertex3f = NULL;
10390 rsurface.batchvertex3f_vertexbuffer = NULL;
10391 rsurface.batchvertex3f_bufferoffset = 0;
10392 rsurface.batchsvector3f = NULL;
10393 rsurface.batchsvector3f_vertexbuffer = NULL;
10394 rsurface.batchsvector3f_bufferoffset = 0;
10395 rsurface.batchtvector3f = NULL;
10396 rsurface.batchtvector3f_vertexbuffer = NULL;
10397 rsurface.batchtvector3f_bufferoffset = 0;
10398 rsurface.batchnormal3f = NULL;
10399 rsurface.batchnormal3f_vertexbuffer = NULL;
10400 rsurface.batchnormal3f_bufferoffset = 0;
10401 rsurface.batchlightmapcolor4f = NULL;
10402 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10403 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10404 rsurface.batchtexcoordtexture2f = NULL;
10405 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10406 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10407 rsurface.batchtexcoordlightmap2f = NULL;
10408 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10409 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10410 rsurface.batchelement3i = rsurface.array_batchelement3i;
10411 rsurface.batchelement3i_indexbuffer = NULL;
10412 rsurface.batchelement3i_bufferoffset = 0;
10413 rsurface.batchelement3s = NULL;
10414 rsurface.batchelement3s_indexbuffer = NULL;
10415 rsurface.batchelement3s_bufferoffset = 0;
10416 // we'll only be setting up certain arrays as needed
10417 if (batchneed & BATCHNEED_VERTEXPOSITION)
10418 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10419 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10420 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10421 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10422 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10423 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10424 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10425 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10427 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10428 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10430 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10431 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10432 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10433 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10434 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10435 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10438 for (i = 0;i < texturenumsurfaces;i++)
10440 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10441 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10442 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10443 surfaceadjustvertex = numvertices - surfacefirstvertex;
10444 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10445 // copy only the data requested
10446 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10447 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10448 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10449 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10450 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10452 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10453 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10454 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10455 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10456 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10458 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10459 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10461 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10462 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10463 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10464 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10465 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10466 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10468 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10469 numvertices += surfacenumvertices;
10470 numtriangles += surfacenumtriangles;
10473 // generate a 16bit index array as well if possible
10474 // (in general, dynamic batches fit)
10475 if (numvertices <= 65536)
10477 rsurface.batchelement3s = rsurface.array_batchelement3s;
10478 for (i = 0;i < numtriangles*3;i++)
10479 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10482 // since we've copied everything, the batch now starts at 0
10483 rsurface.batchfirstvertex = 0;
10484 rsurface.batchnumvertices = numvertices;
10485 rsurface.batchfirsttriangle = 0;
10486 rsurface.batchnumtriangles = numtriangles;
10489 // q1bsp surfaces rendered in vertex color mode have to have colors
10490 // calculated based on lightstyles
10491 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10493 // generate color arrays for the surfaces in this list
10497 const int *offsets;
10498 const unsigned char *lm;
10500 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10501 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10502 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10503 for (i = 0;i < texturenumsurfaces;i++)
10505 surface = texturesurfacelist[i];
10506 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10507 surfacenumvertices = surface->num_vertices;
10508 if (surface->lightmapinfo->samples)
10510 for (j = 0;j < surfacenumvertices;j++)
10512 lm = surface->lightmapinfo->samples + offsets[j];
10513 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10514 VectorScale(lm, scale, c);
10515 if (surface->lightmapinfo->styles[1] != 255)
10517 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10519 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10520 VectorMA(c, scale, lm, c);
10521 if (surface->lightmapinfo->styles[2] != 255)
10524 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10525 VectorMA(c, scale, lm, c);
10526 if (surface->lightmapinfo->styles[3] != 255)
10529 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10530 VectorMA(c, scale, lm, c);
10537 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10543 for (j = 0;j < surfacenumvertices;j++)
10545 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10552 // if vertices are deformed (sprite flares and things in maps, possibly
10553 // water waves, bulges and other deformations), modify the copied vertices
10555 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10557 switch (deform->deform)
10560 case Q3DEFORM_PROJECTIONSHADOW:
10561 case Q3DEFORM_TEXT0:
10562 case Q3DEFORM_TEXT1:
10563 case Q3DEFORM_TEXT2:
10564 case Q3DEFORM_TEXT3:
10565 case Q3DEFORM_TEXT4:
10566 case Q3DEFORM_TEXT5:
10567 case Q3DEFORM_TEXT6:
10568 case Q3DEFORM_TEXT7:
10569 case Q3DEFORM_NONE:
10571 case Q3DEFORM_AUTOSPRITE:
10572 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10573 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10574 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10575 VectorNormalize(newforward);
10576 VectorNormalize(newright);
10577 VectorNormalize(newup);
10578 // a single autosprite surface can contain multiple sprites...
10579 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10581 VectorClear(center);
10582 for (i = 0;i < 4;i++)
10583 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10584 VectorScale(center, 0.25f, center);
10585 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10586 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10587 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10588 for (i = 0;i < 4;i++)
10590 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10591 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10594 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10595 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10596 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10597 rsurface.batchvertex3f_vertexbuffer = NULL;
10598 rsurface.batchvertex3f_bufferoffset = 0;
10599 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10600 rsurface.batchsvector3f_vertexbuffer = NULL;
10601 rsurface.batchsvector3f_bufferoffset = 0;
10602 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10603 rsurface.batchtvector3f_vertexbuffer = NULL;
10604 rsurface.batchtvector3f_bufferoffset = 0;
10605 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10606 rsurface.batchnormal3f_vertexbuffer = NULL;
10607 rsurface.batchnormal3f_bufferoffset = 0;
10609 case Q3DEFORM_AUTOSPRITE2:
10610 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10611 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10612 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10613 VectorNormalize(newforward);
10614 VectorNormalize(newright);
10615 VectorNormalize(newup);
10617 const float *v1, *v2;
10627 memset(shortest, 0, sizeof(shortest));
10628 // a single autosprite surface can contain multiple sprites...
10629 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10631 VectorClear(center);
10632 for (i = 0;i < 4;i++)
10633 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10634 VectorScale(center, 0.25f, center);
10635 // find the two shortest edges, then use them to define the
10636 // axis vectors for rotating around the central axis
10637 for (i = 0;i < 6;i++)
10639 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10640 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10641 l = VectorDistance2(v1, v2);
10642 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10643 if (v1[2] != v2[2])
10644 l += (1.0f / 1024.0f);
10645 if (shortest[0].length2 > l || i == 0)
10647 shortest[1] = shortest[0];
10648 shortest[0].length2 = l;
10649 shortest[0].v1 = v1;
10650 shortest[0].v2 = v2;
10652 else if (shortest[1].length2 > l || i == 1)
10654 shortest[1].length2 = l;
10655 shortest[1].v1 = v1;
10656 shortest[1].v2 = v2;
10659 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10660 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10661 // this calculates the right vector from the shortest edge
10662 // and the up vector from the edge midpoints
10663 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10664 VectorNormalize(right);
10665 VectorSubtract(end, start, up);
10666 VectorNormalize(up);
10667 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10668 VectorSubtract(rsurface.localvieworigin, center, forward);
10669 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10670 VectorNegate(forward, forward);
10671 VectorReflect(forward, 0, up, forward);
10672 VectorNormalize(forward);
10673 CrossProduct(up, forward, newright);
10674 VectorNormalize(newright);
10675 // rotate the quad around the up axis vector, this is made
10676 // especially easy by the fact we know the quad is flat,
10677 // so we only have to subtract the center position and
10678 // measure distance along the right vector, and then
10679 // multiply that by the newright vector and add back the
10681 // we also need to subtract the old position to undo the
10682 // displacement from the center, which we do with a
10683 // DotProduct, the subtraction/addition of center is also
10684 // optimized into DotProducts here
10685 l = DotProduct(right, center);
10686 for (i = 0;i < 4;i++)
10688 v1 = rsurface.batchvertex3f + 3*(j+i);
10689 f = DotProduct(right, v1) - l;
10690 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10694 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10695 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10696 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10697 rsurface.batchvertex3f_vertexbuffer = NULL;
10698 rsurface.batchvertex3f_bufferoffset = 0;
10699 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10700 rsurface.batchsvector3f_vertexbuffer = NULL;
10701 rsurface.batchsvector3f_bufferoffset = 0;
10702 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10703 rsurface.batchtvector3f_vertexbuffer = NULL;
10704 rsurface.batchtvector3f_bufferoffset = 0;
10705 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10706 rsurface.batchnormal3f_vertexbuffer = NULL;
10707 rsurface.batchnormal3f_bufferoffset = 0;
10709 case Q3DEFORM_NORMAL:
10710 // deform the normals to make reflections wavey
10711 for (j = 0;j < rsurface.batchnumvertices;j++)
10714 float *normal = rsurface.array_batchnormal3f + 3*j;
10715 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10716 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10717 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10718 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10719 VectorNormalize(normal);
10721 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10722 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10723 rsurface.batchsvector3f_vertexbuffer = NULL;
10724 rsurface.batchsvector3f_bufferoffset = 0;
10725 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10726 rsurface.batchtvector3f_vertexbuffer = NULL;
10727 rsurface.batchtvector3f_bufferoffset = 0;
10728 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10729 rsurface.batchnormal3f_vertexbuffer = NULL;
10730 rsurface.batchnormal3f_bufferoffset = 0;
10732 case Q3DEFORM_WAVE:
10733 // deform vertex array to make wavey water and flags and such
10734 waveparms[0] = deform->waveparms[0];
10735 waveparms[1] = deform->waveparms[1];
10736 waveparms[2] = deform->waveparms[2];
10737 waveparms[3] = deform->waveparms[3];
10738 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10739 break; // if wavefunc is a nop, don't make a dynamic vertex array
10740 // this is how a divisor of vertex influence on deformation
10741 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10742 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10743 for (j = 0;j < rsurface.batchnumvertices;j++)
10745 // if the wavefunc depends on time, evaluate it per-vertex
10748 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10749 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10751 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10753 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10754 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10755 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10756 rsurface.batchvertex3f_vertexbuffer = NULL;
10757 rsurface.batchvertex3f_bufferoffset = 0;
10758 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10759 rsurface.batchsvector3f_vertexbuffer = NULL;
10760 rsurface.batchsvector3f_bufferoffset = 0;
10761 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10762 rsurface.batchtvector3f_vertexbuffer = NULL;
10763 rsurface.batchtvector3f_bufferoffset = 0;
10764 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10765 rsurface.batchnormal3f_vertexbuffer = NULL;
10766 rsurface.batchnormal3f_bufferoffset = 0;
10768 case Q3DEFORM_BULGE:
10769 // deform vertex array to make the surface have moving bulges
10770 for (j = 0;j < rsurface.batchnumvertices;j++)
10772 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10773 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10775 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10776 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10777 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10778 rsurface.batchvertex3f_vertexbuffer = NULL;
10779 rsurface.batchvertex3f_bufferoffset = 0;
10780 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10781 rsurface.batchsvector3f_vertexbuffer = NULL;
10782 rsurface.batchsvector3f_bufferoffset = 0;
10783 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10784 rsurface.batchtvector3f_vertexbuffer = NULL;
10785 rsurface.batchtvector3f_bufferoffset = 0;
10786 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10787 rsurface.batchnormal3f_vertexbuffer = NULL;
10788 rsurface.batchnormal3f_bufferoffset = 0;
10790 case Q3DEFORM_MOVE:
10791 // deform vertex array
10792 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10793 break; // if wavefunc is a nop, don't make a dynamic vertex array
10794 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10795 VectorScale(deform->parms, scale, waveparms);
10796 for (j = 0;j < rsurface.batchnumvertices;j++)
10797 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10798 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10799 rsurface.batchvertex3f_vertexbuffer = NULL;
10800 rsurface.batchvertex3f_bufferoffset = 0;
10805 // generate texcoords based on the chosen texcoord source
10806 switch(rsurface.texture->tcgen.tcgen)
10809 case Q3TCGEN_TEXTURE:
10811 case Q3TCGEN_LIGHTMAP:
10812 if (rsurface.batchtexcoordlightmap2f)
10813 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10814 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10815 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10816 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10818 case Q3TCGEN_VECTOR:
10819 for (j = 0;j < rsurface.batchnumvertices;j++)
10821 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10822 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10824 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10825 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10826 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10828 case Q3TCGEN_ENVIRONMENT:
10829 // make environment reflections using a spheremap
10830 for (j = 0;j < rsurface.batchnumvertices;j++)
10832 // identical to Q3A's method, but executed in worldspace so
10833 // carried models can be shiny too
10835 float viewer[3], d, reflected[3], worldreflected[3];
10837 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10838 // VectorNormalize(viewer);
10840 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10842 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10843 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10844 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10845 // note: this is proportinal to viewer, so we can normalize later
10847 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10848 VectorNormalize(worldreflected);
10850 // note: this sphere map only uses world x and z!
10851 // so positive and negative y will LOOK THE SAME.
10852 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10853 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10855 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10856 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10857 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10860 // the only tcmod that needs software vertex processing is turbulent, so
10861 // check for it here and apply the changes if needed
10862 // and we only support that as the first one
10863 // (handling a mixture of turbulent and other tcmods would be problematic
10864 // without punting it entirely to a software path)
10865 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10867 amplitude = rsurface.texture->tcmods[0].parms[1];
10868 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10869 for (j = 0;j < rsurface.batchnumvertices;j++)
10871 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10872 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10874 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10875 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10876 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10879 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10881 // convert the modified arrays to vertex structs
10882 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10883 rsurface.batchvertexmeshbuffer = NULL;
10884 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10885 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10886 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10887 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10888 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10889 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10890 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10892 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10894 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10895 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10898 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10899 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10900 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10901 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10902 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10903 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10904 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10905 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10906 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10909 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10911 // convert the modified arrays to vertex structs
10912 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10913 rsurface.batchvertexpositionbuffer = NULL;
10914 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10915 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10917 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10918 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10922 void RSurf_DrawBatch(void)
10924 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10927 static void RSurf_BindLightmapForBatch(void)
10929 switch(vid.renderpath)
10931 case RENDERPATH_CGGL:
10933 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10934 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10937 case RENDERPATH_GL20:
10938 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10939 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10941 case RENDERPATH_GL13:
10942 case RENDERPATH_GL11:
10943 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10948 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10950 // pick the closest matching water plane
10951 int planeindex, vertexindex, bestplaneindex = -1;
10955 r_waterstate_waterplane_t *p;
10957 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10959 if(p->camera_entity != rsurface.texture->camera_entity)
10962 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10963 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10965 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10966 d += fabs(PlaneDiff(vert, &p->plane));
10968 if (bestd > d || bestplaneindex < 0)
10971 bestplaneindex = planeindex;
10974 return bestplaneindex;
10977 static void RSurf_BindReflectionForBatch(int planeindex)
10979 // pick the closest matching water plane and bind textures
10980 r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10981 switch(vid.renderpath)
10983 case RENDERPATH_CGGL:
10985 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10986 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10987 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10990 case RENDERPATH_GL20:
10991 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10992 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10993 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10995 case RENDERPATH_GL13:
10996 case RENDERPATH_GL11:
11001 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11004 for (i = 0;i < rsurface.batchnumvertices;i++)
11005 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11006 rsurface.passcolor4f = rsurface.array_passcolor4f;
11007 rsurface.passcolor4f_vertexbuffer = 0;
11008 rsurface.passcolor4f_bufferoffset = 0;
11011 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11018 if (rsurface.passcolor4f)
11020 // generate color arrays
11021 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11023 f = RSurf_FogVertex(v);
11032 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11034 f = RSurf_FogVertex(v);
11041 rsurface.passcolor4f = rsurface.array_passcolor4f;
11042 rsurface.passcolor4f_vertexbuffer = 0;
11043 rsurface.passcolor4f_bufferoffset = 0;
11046 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11053 if (!rsurface.passcolor4f)
11055 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11057 f = RSurf_FogVertex(v);
11058 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11059 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11060 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11063 rsurface.passcolor4f = rsurface.array_passcolor4f;
11064 rsurface.passcolor4f_vertexbuffer = 0;
11065 rsurface.passcolor4f_bufferoffset = 0;
11068 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11073 if (!rsurface.passcolor4f)
11075 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11082 rsurface.passcolor4f = rsurface.array_passcolor4f;
11083 rsurface.passcolor4f_vertexbuffer = 0;
11084 rsurface.passcolor4f_bufferoffset = 0;
11087 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11092 if (!rsurface.passcolor4f)
11094 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11096 c2[0] = c[0] + r_refdef.scene.ambient;
11097 c2[1] = c[1] + r_refdef.scene.ambient;
11098 c2[2] = c[2] + r_refdef.scene.ambient;
11101 rsurface.passcolor4f = rsurface.array_passcolor4f;
11102 rsurface.passcolor4f_vertexbuffer = 0;
11103 rsurface.passcolor4f_bufferoffset = 0;
11106 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11109 rsurface.passcolor4f = NULL;
11110 rsurface.passcolor4f_vertexbuffer = 0;
11111 rsurface.passcolor4f_bufferoffset = 0;
11112 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11113 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11114 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11115 GL_Color(r, g, b, a);
11116 RSurf_BindLightmapForBatch();
11120 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11122 // TODO: optimize applyfog && applycolor case
11123 // just apply fog if necessary, and tint the fog color array if necessary
11124 rsurface.passcolor4f = NULL;
11125 rsurface.passcolor4f_vertexbuffer = 0;
11126 rsurface.passcolor4f_bufferoffset = 0;
11127 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11128 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11129 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11130 GL_Color(r, g, b, a);
11134 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11137 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11138 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11139 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11140 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11141 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11142 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11143 GL_Color(r, g, b, a);
11147 static void RSurf_DrawBatch_GL11_ClampColor(void)
11152 if (!rsurface.passcolor4f)
11154 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11156 c2[0] = bound(0.0f, c1[0], 1.0f);
11157 c2[1] = bound(0.0f, c1[1], 1.0f);
11158 c2[2] = bound(0.0f, c1[2], 1.0f);
11159 c2[3] = bound(0.0f, c1[3], 1.0f);
11163 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11171 vec3_t ambientcolor;
11172 vec3_t diffusecolor;
11176 VectorCopy(rsurface.modellight_lightdir, lightdir);
11177 f = 0.5f * r_refdef.lightmapintensity;
11178 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11179 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11180 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11181 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11182 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11183 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11185 if (VectorLength2(diffusecolor) > 0)
11187 // q3-style directional shading
11188 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11190 if ((f = DotProduct(n, lightdir)) > 0)
11191 VectorMA(ambientcolor, f, diffusecolor, c);
11193 VectorCopy(ambientcolor, c);
11200 rsurface.passcolor4f = rsurface.array_passcolor4f;
11201 rsurface.passcolor4f_vertexbuffer = 0;
11202 rsurface.passcolor4f_bufferoffset = 0;
11203 *applycolor = false;
11207 *r = ambientcolor[0];
11208 *g = ambientcolor[1];
11209 *b = ambientcolor[2];
11210 rsurface.passcolor4f = NULL;
11211 rsurface.passcolor4f_vertexbuffer = 0;
11212 rsurface.passcolor4f_bufferoffset = 0;
11216 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11218 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11219 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11220 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11221 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11222 GL_Color(r, g, b, a);
11226 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11232 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11234 f = 1 - RSurf_FogVertex(v);
11242 void RSurf_SetupDepthAndCulling(void)
11244 // submodels are biased to avoid z-fighting with world surfaces that they
11245 // may be exactly overlapping (avoids z-fighting artifacts on certain
11246 // doors and things in Quake maps)
11247 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11248 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11249 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11250 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11253 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11255 // transparent sky would be ridiculous
11256 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11258 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11259 skyrenderlater = true;
11260 RSurf_SetupDepthAndCulling();
11261 GL_DepthMask(true);
11262 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11263 // skymasking on them, and Quake3 never did sky masking (unlike
11264 // software Quake and software Quake2), so disable the sky masking
11265 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11266 // and skymasking also looks very bad when noclipping outside the
11267 // level, so don't use it then either.
11268 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11270 R_Mesh_ResetTextureState();
11271 if (skyrendermasked)
11273 R_SetupShader_DepthOrShadow();
11274 // depth-only (masking)
11275 GL_ColorMask(0,0,0,0);
11276 // just to make sure that braindead drivers don't draw
11277 // anything despite that colormask...
11278 GL_BlendFunc(GL_ZERO, GL_ONE);
11279 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11280 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11284 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11286 GL_BlendFunc(GL_ONE, GL_ZERO);
11287 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11288 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11289 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11292 if (skyrendermasked)
11293 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11295 R_Mesh_ResetTextureState();
11296 GL_Color(1, 1, 1, 1);
11299 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11300 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11301 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11303 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11307 // render screenspace normalmap to texture
11308 GL_DepthMask(true);
11309 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11314 // bind lightmap texture
11316 // water/refraction/reflection/camera surfaces have to be handled specially
11317 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11319 int start, end, startplaneindex;
11320 for (start = 0;start < texturenumsurfaces;start = end)
11322 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11323 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11325 // now that we have a batch using the same planeindex, render it
11326 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11328 // render water or distortion background
11329 GL_DepthMask(true);
11330 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11331 RSurf_BindReflectionForBatch(startplaneindex);
11332 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11333 RSurf_BindLightmapForBatch();
11335 // blend surface on top
11336 GL_DepthMask(false);
11337 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11340 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11342 // render surface with reflection texture as input
11343 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11344 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11345 RSurf_BindReflectionForBatch(startplaneindex);
11346 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11347 RSurf_BindLightmapForBatch();
11354 // render surface batch normally
11355 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11356 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11357 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11358 RSurf_BindLightmapForBatch();
11362 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11364 // OpenGL 1.3 path - anything not completely ancient
11365 qboolean applycolor;
11368 const texturelayer_t *layer;
11369 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11370 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11372 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11375 int layertexrgbscale;
11376 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11378 if (layerindex == 0)
11379 GL_AlphaTest(true);
11382 GL_AlphaTest(false);
11383 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11386 GL_DepthMask(layer->depthmask && writedepth);
11387 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11388 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11390 layertexrgbscale = 4;
11391 VectorScale(layer->color, 0.25f, layercolor);
11393 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11395 layertexrgbscale = 2;
11396 VectorScale(layer->color, 0.5f, layercolor);
11400 layertexrgbscale = 1;
11401 VectorScale(layer->color, 1.0f, layercolor);
11403 layercolor[3] = layer->color[3];
11404 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11405 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11406 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11407 switch (layer->type)
11409 case TEXTURELAYERTYPE_LITTEXTURE:
11410 // single-pass lightmapped texture with 2x rgbscale
11411 R_Mesh_TexBind(0, r_texture_white);
11412 R_Mesh_TexMatrix(0, NULL);
11413 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11414 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11415 R_Mesh_TexBind(1, layer->texture);
11416 R_Mesh_TexMatrix(1, &layer->texmatrix);
11417 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11418 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11419 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11420 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11421 else if (rsurface.uselightmaptexture)
11422 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11424 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11426 case TEXTURELAYERTYPE_TEXTURE:
11427 // singletexture unlit texture with transparency support
11428 R_Mesh_TexBind(0, layer->texture);
11429 R_Mesh_TexMatrix(0, &layer->texmatrix);
11430 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11431 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11432 R_Mesh_TexBind(1, 0);
11433 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11434 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11436 case TEXTURELAYERTYPE_FOG:
11437 // singletexture fogging
11438 if (layer->texture)
11440 R_Mesh_TexBind(0, layer->texture);
11441 R_Mesh_TexMatrix(0, &layer->texmatrix);
11442 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11443 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11447 R_Mesh_TexBind(0, 0);
11448 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11450 R_Mesh_TexBind(1, 0);
11451 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11452 // generate a color array for the fog pass
11453 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11454 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11458 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11462 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11464 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11465 GL_AlphaTest(false);
11469 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11471 // OpenGL 1.1 - crusty old voodoo path
11474 const texturelayer_t *layer;
11475 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11476 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11478 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11480 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11482 if (layerindex == 0)
11483 GL_AlphaTest(true);
11486 GL_AlphaTest(false);
11487 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11490 GL_DepthMask(layer->depthmask && writedepth);
11491 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11492 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11493 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11494 switch (layer->type)
11496 case TEXTURELAYERTYPE_LITTEXTURE:
11497 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11499 // two-pass lit texture with 2x rgbscale
11500 // first the lightmap pass
11501 R_Mesh_TexBind(0, r_texture_white);
11502 R_Mesh_TexMatrix(0, NULL);
11503 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11504 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11505 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11506 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11507 else if (rsurface.uselightmaptexture)
11508 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11510 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11511 // then apply the texture to it
11512 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11513 R_Mesh_TexBind(0, layer->texture);
11514 R_Mesh_TexMatrix(0, &layer->texmatrix);
11515 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11516 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11517 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11521 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11522 R_Mesh_TexBind(0, layer->texture);
11523 R_Mesh_TexMatrix(0, &layer->texmatrix);
11524 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11525 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11527 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11529 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11532 case TEXTURELAYERTYPE_TEXTURE:
11533 // singletexture unlit texture with transparency support
11534 R_Mesh_TexBind(0, layer->texture);
11535 R_Mesh_TexMatrix(0, &layer->texmatrix);
11536 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11537 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11538 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11540 case TEXTURELAYERTYPE_FOG:
11541 // singletexture fogging
11542 if (layer->texture)
11544 R_Mesh_TexBind(0, layer->texture);
11545 R_Mesh_TexMatrix(0, &layer->texmatrix);
11546 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11547 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11551 R_Mesh_TexBind(0, 0);
11552 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11554 // generate a color array for the fog pass
11555 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11556 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11560 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11564 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11566 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11567 GL_AlphaTest(false);
11571 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11575 r_vertexgeneric_t *batchvertex;
11578 GL_AlphaTest(false);
11579 R_Mesh_ResetTextureState();
11580 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11582 if(rsurface.texture && rsurface.texture->currentskinframe)
11584 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11585 c[3] *= rsurface.texture->currentalpha;
11595 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11597 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11598 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11599 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11602 // brighten it up (as texture value 127 means "unlit")
11603 c[0] *= 2 * r_refdef.view.colorscale;
11604 c[1] *= 2 * r_refdef.view.colorscale;
11605 c[2] *= 2 * r_refdef.view.colorscale;
11607 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11608 c[3] *= r_wateralpha.value;
11610 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11612 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11613 GL_DepthMask(false);
11615 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11617 GL_BlendFunc(GL_ONE, GL_ONE);
11618 GL_DepthMask(false);
11620 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11622 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11623 GL_DepthMask(false);
11625 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11627 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11628 GL_DepthMask(false);
11632 GL_BlendFunc(GL_ONE, GL_ZERO);
11633 GL_DepthMask(writedepth);
11636 if (r_showsurfaces.integer == 3)
11638 rsurface.passcolor4f = NULL;
11640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11642 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11644 rsurface.passcolor4f = NULL;
11645 rsurface.passcolor4f_vertexbuffer = 0;
11646 rsurface.passcolor4f_bufferoffset = 0;
11648 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11650 qboolean applycolor = true;
11653 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11655 r_refdef.lightmapintensity = 1;
11656 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11657 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11661 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11663 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11664 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11665 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11668 if(!rsurface.passcolor4f)
11669 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11671 RSurf_DrawBatch_GL11_ApplyAmbient();
11672 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11673 if(r_refdef.fogenabled)
11674 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11675 RSurf_DrawBatch_GL11_ClampColor();
11677 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11678 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11681 else if (!r_refdef.view.showdebug)
11683 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11684 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11685 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11687 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11688 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11690 R_Mesh_PrepareVertices_Generic_Unlock();
11693 else if (r_showsurfaces.integer == 4)
11695 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11696 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11697 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11699 unsigned char c = vi << 3;
11700 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11701 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11703 R_Mesh_PrepareVertices_Generic_Unlock();
11706 else if (r_showsurfaces.integer == 2)
11709 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11710 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11711 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11713 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11714 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11715 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11716 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11717 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11718 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11719 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11721 R_Mesh_PrepareVertices_Generic_Unlock();
11722 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11726 int texturesurfaceindex;
11728 const msurface_t *surface;
11729 unsigned char surfacecolor4ub[4];
11730 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11731 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11733 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11735 surface = texturesurfacelist[texturesurfaceindex];
11736 k = (int)(((size_t)surface) / sizeof(msurface_t));
11737 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11738 for (j = 0;j < surface->num_vertices;j++)
11740 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11741 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11745 R_Mesh_PrepareVertices_Generic_Unlock();
11750 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11753 RSurf_SetupDepthAndCulling();
11754 if (r_showsurfaces.integer)
11756 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11759 switch (vid.renderpath)
11761 case RENDERPATH_GL20:
11762 case RENDERPATH_CGGL:
11763 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11765 case RENDERPATH_GL13:
11766 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11768 case RENDERPATH_GL11:
11769 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11775 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11778 RSurf_SetupDepthAndCulling();
11779 if (r_showsurfaces.integer)
11781 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11784 switch (vid.renderpath)
11786 case RENDERPATH_GL20:
11787 case RENDERPATH_CGGL:
11788 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11790 case RENDERPATH_GL13:
11791 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11793 case RENDERPATH_GL11:
11794 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11800 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11803 int texturenumsurfaces, endsurface;
11804 texture_t *texture;
11805 const msurface_t *surface;
11806 #define MAXBATCH_TRANSPARENTSURFACES 256
11807 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11809 // if the model is static it doesn't matter what value we give for
11810 // wantnormals and wanttangents, so this logic uses only rules applicable
11811 // to a model, knowing that they are meaningless otherwise
11812 if (ent == r_refdef.scene.worldentity)
11813 RSurf_ActiveWorldEntity();
11814 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11815 RSurf_ActiveModelEntity(ent, false, false, false);
11818 switch (vid.renderpath)
11820 case RENDERPATH_GL20:
11821 case RENDERPATH_CGGL:
11822 RSurf_ActiveModelEntity(ent, true, true, false);
11824 case RENDERPATH_GL13:
11825 case RENDERPATH_GL11:
11826 RSurf_ActiveModelEntity(ent, true, false, false);
11831 if (r_transparentdepthmasking.integer)
11833 qboolean setup = false;
11834 for (i = 0;i < numsurfaces;i = j)
11837 surface = rsurface.modelsurfaces + surfacelist[i];
11838 texture = surface->texture;
11839 rsurface.texture = R_GetCurrentTexture(texture);
11840 rsurface.lightmaptexture = NULL;
11841 rsurface.deluxemaptexture = NULL;
11842 rsurface.uselightmaptexture = false;
11843 // scan ahead until we find a different texture
11844 endsurface = min(i + 1024, numsurfaces);
11845 texturenumsurfaces = 0;
11846 texturesurfacelist[texturenumsurfaces++] = surface;
11847 for (;j < endsurface;j++)
11849 surface = rsurface.modelsurfaces + surfacelist[j];
11850 if (texture != surface->texture)
11852 texturesurfacelist[texturenumsurfaces++] = surface;
11854 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11856 // render the range of surfaces as depth
11860 GL_ColorMask(0,0,0,0);
11862 GL_DepthTest(true);
11863 GL_BlendFunc(GL_ONE, GL_ZERO);
11864 GL_DepthMask(true);
11865 GL_AlphaTest(false);
11866 R_Mesh_ResetTextureState();
11867 R_SetupShader_DepthOrShadow();
11869 RSurf_SetupDepthAndCulling();
11870 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11871 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11875 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11878 for (i = 0;i < numsurfaces;i = j)
11881 surface = rsurface.modelsurfaces + surfacelist[i];
11882 texture = surface->texture;
11883 rsurface.texture = R_GetCurrentTexture(texture);
11884 rsurface.lightmaptexture = surface->lightmaptexture;
11885 rsurface.deluxemaptexture = surface->deluxemaptexture;
11886 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11887 // scan ahead until we find a different texture
11888 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11889 texturenumsurfaces = 0;
11890 texturesurfacelist[texturenumsurfaces++] = surface;
11891 for (;j < endsurface;j++)
11893 surface = rsurface.modelsurfaces + surfacelist[j];
11894 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11896 texturesurfacelist[texturenumsurfaces++] = surface;
11898 // render the range of surfaces
11899 if (ent == r_refdef.scene.worldentity)
11900 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11902 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11904 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11905 GL_AlphaTest(false);
11908 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11910 // transparent surfaces get pushed off into the transparent queue
11911 int surfacelistindex;
11912 const msurface_t *surface;
11913 vec3_t tempcenter, center;
11914 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11916 surface = texturesurfacelist[surfacelistindex];
11917 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11918 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11919 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11920 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11921 if (queueentity->transparent_offset) // transparent offset
11923 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11924 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11925 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11927 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11931 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11933 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11935 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11937 RSurf_SetupDepthAndCulling();
11938 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11939 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11943 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11945 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11948 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11951 if (!rsurface.texture->currentnumlayers)
11953 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11954 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11956 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11958 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11959 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11960 else if (!rsurface.texture->currentnumlayers)
11962 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11964 // in the deferred case, transparent surfaces were queued during prepass
11965 if (!r_shadow_usingdeferredprepass)
11966 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11970 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11971 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11976 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11979 texture_t *texture;
11980 // break the surface list down into batches by texture and use of lightmapping
11981 for (i = 0;i < numsurfaces;i = j)
11984 // texture is the base texture pointer, rsurface.texture is the
11985 // current frame/skin the texture is directing us to use (for example
11986 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11987 // use skin 1 instead)
11988 texture = surfacelist[i]->texture;
11989 rsurface.texture = R_GetCurrentTexture(texture);
11990 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11991 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11992 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11993 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11995 // if this texture is not the kind we want, skip ahead to the next one
11996 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12000 // simply scan ahead until we find a different texture or lightmap state
12001 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12003 // render the range of surfaces
12004 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12008 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12012 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12015 if (!rsurface.texture->currentnumlayers)
12017 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12018 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12020 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12022 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12023 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12024 else if (!rsurface.texture->currentnumlayers)
12026 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12028 // in the deferred case, transparent surfaces were queued during prepass
12029 if (!r_shadow_usingdeferredprepass)
12030 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12034 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12035 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12040 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12043 texture_t *texture;
12044 // break the surface list down into batches by texture and use of lightmapping
12045 for (i = 0;i < numsurfaces;i = j)
12048 // texture is the base texture pointer, rsurface.texture is the
12049 // current frame/skin the texture is directing us to use (for example
12050 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12051 // use skin 1 instead)
12052 texture = surfacelist[i]->texture;
12053 rsurface.texture = R_GetCurrentTexture(texture);
12054 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12055 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12056 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12057 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12059 // if this texture is not the kind we want, skip ahead to the next one
12060 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12064 // simply scan ahead until we find a different texture or lightmap state
12065 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12067 // render the range of surfaces
12068 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12072 float locboxvertex3f[6*4*3] =
12074 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12075 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12076 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12077 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12078 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12079 1,0,0, 0,0,0, 0,1,0, 1,1,0
12082 unsigned short locboxelements[6*2*3] =
12087 12,13,14, 12,14,15,
12088 16,17,18, 16,18,19,
12092 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12095 cl_locnode_t *loc = (cl_locnode_t *)ent;
12097 float vertex3f[6*4*3];
12099 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12100 GL_DepthMask(false);
12101 GL_DepthRange(0, 1);
12102 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12103 GL_DepthTest(true);
12104 GL_CullFace(GL_NONE);
12105 R_EntityMatrix(&identitymatrix);
12107 R_Mesh_ResetTextureState();
12109 i = surfacelist[0];
12110 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12111 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12112 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12113 surfacelist[0] < 0 ? 0.5f : 0.125f);
12115 if (VectorCompare(loc->mins, loc->maxs))
12117 VectorSet(size, 2, 2, 2);
12118 VectorMA(loc->mins, -0.5f, size, mins);
12122 VectorCopy(loc->mins, mins);
12123 VectorSubtract(loc->maxs, loc->mins, size);
12126 for (i = 0;i < 6*4*3;)
12127 for (j = 0;j < 3;j++, i++)
12128 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12130 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12131 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12132 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12135 void R_DrawLocs(void)
12138 cl_locnode_t *loc, *nearestloc;
12140 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12141 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12143 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12144 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12148 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12150 if (decalsystem->decals)
12151 Mem_Free(decalsystem->decals);
12152 memset(decalsystem, 0, sizeof(*decalsystem));
12155 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)
12158 tridecal_t *decals;
12161 // expand or initialize the system
12162 if (decalsystem->maxdecals <= decalsystem->numdecals)
12164 decalsystem_t old = *decalsystem;
12165 qboolean useshortelements;
12166 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12167 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12168 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)));
12169 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12170 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12171 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12172 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12173 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12174 if (decalsystem->numdecals)
12175 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12177 Mem_Free(old.decals);
12178 for (i = 0;i < decalsystem->maxdecals*3;i++)
12179 decalsystem->element3i[i] = i;
12180 if (useshortelements)
12181 for (i = 0;i < decalsystem->maxdecals*3;i++)
12182 decalsystem->element3s[i] = i;
12185 // grab a decal and search for another free slot for the next one
12186 decals = decalsystem->decals;
12187 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12188 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12190 decalsystem->freedecal = i;
12191 if (decalsystem->numdecals <= i)
12192 decalsystem->numdecals = i + 1;
12194 // initialize the decal
12196 decal->triangleindex = triangleindex;
12197 decal->surfaceindex = surfaceindex;
12198 decal->decalsequence = decalsequence;
12199 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12200 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12201 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12202 decal->color4ub[0][3] = 255;
12203 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12204 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12205 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12206 decal->color4ub[1][3] = 255;
12207 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12208 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12209 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12210 decal->color4ub[2][3] = 255;
12211 decal->vertex3f[0][0] = v0[0];
12212 decal->vertex3f[0][1] = v0[1];
12213 decal->vertex3f[0][2] = v0[2];
12214 decal->vertex3f[1][0] = v1[0];
12215 decal->vertex3f[1][1] = v1[1];
12216 decal->vertex3f[1][2] = v1[2];
12217 decal->vertex3f[2][0] = v2[0];
12218 decal->vertex3f[2][1] = v2[1];
12219 decal->vertex3f[2][2] = v2[2];
12220 decal->texcoord2f[0][0] = t0[0];
12221 decal->texcoord2f[0][1] = t0[1];
12222 decal->texcoord2f[1][0] = t1[0];
12223 decal->texcoord2f[1][1] = t1[1];
12224 decal->texcoord2f[2][0] = t2[0];
12225 decal->texcoord2f[2][1] = t2[1];
12228 extern cvar_t cl_decals_bias;
12229 extern cvar_t cl_decals_models;
12230 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12231 // baseparms, parms, temps
12232 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
12237 const float *vertex3f;
12239 float points[2][9][3];
12246 e = rsurface.modelelement3i + 3*triangleindex;
12248 vertex3f = rsurface.modelvertex3f;
12250 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12252 index = 3*e[cornerindex];
12253 VectorCopy(vertex3f + index, v[cornerindex]);
12256 //TriangleNormal(v[0], v[1], v[2], normal);
12257 //if (DotProduct(normal, localnormal) < 0.0f)
12259 // clip by each of the box planes formed from the projection matrix
12260 // if anything survives, we emit the decal
12261 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]);
12264 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]);
12267 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]);
12270 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]);
12273 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]);
12276 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]);
12279 // some part of the triangle survived, so we have to accept it...
12282 // dynamic always uses the original triangle
12284 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12286 index = 3*e[cornerindex];
12287 VectorCopy(vertex3f + index, v[cornerindex]);
12290 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12292 // convert vertex positions to texcoords
12293 Matrix4x4_Transform(projection, v[cornerindex], temp);
12294 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12295 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12296 // calculate distance fade from the projection origin
12297 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12298 f = bound(0.0f, f, 1.0f);
12299 c[cornerindex][0] = r * f;
12300 c[cornerindex][1] = g * f;
12301 c[cornerindex][2] = b * f;
12302 c[cornerindex][3] = 1.0f;
12303 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12306 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12308 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12309 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);
12311 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)
12313 matrix4x4_t projection;
12314 decalsystem_t *decalsystem;
12317 const msurface_t *surface;
12318 const msurface_t *surfaces;
12319 const int *surfacelist;
12320 const texture_t *texture;
12322 int numsurfacelist;
12323 int surfacelistindex;
12326 float localorigin[3];
12327 float localnormal[3];
12328 float localmins[3];
12329 float localmaxs[3];
12332 float planes[6][4];
12335 int bih_triangles_count;
12336 int bih_triangles[256];
12337 int bih_surfaces[256];
12339 decalsystem = &ent->decalsystem;
12340 model = ent->model;
12341 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12343 R_DecalSystem_Reset(&ent->decalsystem);
12347 if (!model->brush.data_nodes && !cl_decals_models.integer)
12349 if (decalsystem->model)
12350 R_DecalSystem_Reset(decalsystem);
12354 if (decalsystem->model != model)
12355 R_DecalSystem_Reset(decalsystem);
12356 decalsystem->model = model;
12358 RSurf_ActiveModelEntity(ent, false, false, false);
12360 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12361 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12362 VectorNormalize(localnormal);
12363 localsize = worldsize*rsurface.inversematrixscale;
12364 localmins[0] = localorigin[0] - localsize;
12365 localmins[1] = localorigin[1] - localsize;
12366 localmins[2] = localorigin[2] - localsize;
12367 localmaxs[0] = localorigin[0] + localsize;
12368 localmaxs[1] = localorigin[1] + localsize;
12369 localmaxs[2] = localorigin[2] + localsize;
12371 //VectorCopy(localnormal, planes[4]);
12372 //VectorVectors(planes[4], planes[2], planes[0]);
12373 AnglesFromVectors(angles, localnormal, NULL, false);
12374 AngleVectors(angles, planes[0], planes[2], planes[4]);
12375 VectorNegate(planes[0], planes[1]);
12376 VectorNegate(planes[2], planes[3]);
12377 VectorNegate(planes[4], planes[5]);
12378 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12379 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12380 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12381 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12382 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12383 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12388 matrix4x4_t forwardprojection;
12389 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12390 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12395 float projectionvector[4][3];
12396 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12397 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12398 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12399 projectionvector[0][0] = planes[0][0] * ilocalsize;
12400 projectionvector[0][1] = planes[1][0] * ilocalsize;
12401 projectionvector[0][2] = planes[2][0] * ilocalsize;
12402 projectionvector[1][0] = planes[0][1] * ilocalsize;
12403 projectionvector[1][1] = planes[1][1] * ilocalsize;
12404 projectionvector[1][2] = planes[2][1] * ilocalsize;
12405 projectionvector[2][0] = planes[0][2] * ilocalsize;
12406 projectionvector[2][1] = planes[1][2] * ilocalsize;
12407 projectionvector[2][2] = planes[2][2] * ilocalsize;
12408 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12409 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12410 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12411 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12415 dynamic = model->surfmesh.isanimated;
12416 numsurfacelist = model->nummodelsurfaces;
12417 surfacelist = model->sortedmodelsurfaces;
12418 surfaces = model->data_surfaces;
12421 bih_triangles_count = -1;
12424 if(model->render_bih.numleafs)
12425 bih = &model->render_bih;
12426 else if(model->collision_bih.numleafs)
12427 bih = &model->collision_bih;
12430 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12431 if(bih_triangles_count == 0)
12433 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12435 if(bih_triangles_count > 0)
12437 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12439 surfaceindex = bih_surfaces[triangleindex];
12440 surface = surfaces + surfaceindex;
12441 texture = surface->texture;
12442 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12444 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12446 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12451 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12453 surfaceindex = surfacelist[surfacelistindex];
12454 surface = surfaces + surfaceindex;
12455 // check cull box first because it rejects more than any other check
12456 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12458 // skip transparent surfaces
12459 texture = surface->texture;
12460 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12462 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12464 numtriangles = surface->num_triangles;
12465 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12466 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12471 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12472 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)
12474 int renderentityindex;
12475 float worldmins[3];
12476 float worldmaxs[3];
12477 entity_render_t *ent;
12479 if (!cl_decals_newsystem.integer)
12482 worldmins[0] = worldorigin[0] - worldsize;
12483 worldmins[1] = worldorigin[1] - worldsize;
12484 worldmins[2] = worldorigin[2] - worldsize;
12485 worldmaxs[0] = worldorigin[0] + worldsize;
12486 worldmaxs[1] = worldorigin[1] + worldsize;
12487 worldmaxs[2] = worldorigin[2] + worldsize;
12489 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12491 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12493 ent = r_refdef.scene.entities[renderentityindex];
12494 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12497 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12501 typedef struct r_decalsystem_splatqueue_s
12503 vec3_t worldorigin;
12504 vec3_t worldnormal;
12510 r_decalsystem_splatqueue_t;
12512 int r_decalsystem_numqueued = 0;
12513 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12515 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)
12517 r_decalsystem_splatqueue_t *queue;
12519 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12522 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12523 VectorCopy(worldorigin, queue->worldorigin);
12524 VectorCopy(worldnormal, queue->worldnormal);
12525 Vector4Set(queue->color, r, g, b, a);
12526 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12527 queue->worldsize = worldsize;
12528 queue->decalsequence = cl.decalsequence++;
12531 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12534 r_decalsystem_splatqueue_t *queue;
12536 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12537 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);
12538 r_decalsystem_numqueued = 0;
12541 extern cvar_t cl_decals_max;
12542 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12545 decalsystem_t *decalsystem = &ent->decalsystem;
12552 if (!decalsystem->numdecals)
12555 if (r_showsurfaces.integer)
12558 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12560 R_DecalSystem_Reset(decalsystem);
12564 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12565 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12567 if (decalsystem->lastupdatetime)
12568 frametime = (cl.time - decalsystem->lastupdatetime);
12571 decalsystem->lastupdatetime = cl.time;
12572 decal = decalsystem->decals;
12573 numdecals = decalsystem->numdecals;
12575 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12577 if (decal->color4ub[0][3])
12579 decal->lived += frametime;
12580 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12582 memset(decal, 0, sizeof(*decal));
12583 if (decalsystem->freedecal > i)
12584 decalsystem->freedecal = i;
12588 decal = decalsystem->decals;
12589 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12592 // collapse the array by shuffling the tail decals into the gaps
12595 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12596 decalsystem->freedecal++;
12597 if (decalsystem->freedecal == numdecals)
12599 decal[decalsystem->freedecal] = decal[--numdecals];
12602 decalsystem->numdecals = numdecals;
12604 if (numdecals <= 0)
12606 // if there are no decals left, reset decalsystem
12607 R_DecalSystem_Reset(decalsystem);
12611 extern skinframe_t *decalskinframe;
12612 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12615 decalsystem_t *decalsystem = &ent->decalsystem;
12624 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12627 numdecals = decalsystem->numdecals;
12631 if (r_showsurfaces.integer)
12634 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12636 R_DecalSystem_Reset(decalsystem);
12640 // if the model is static it doesn't matter what value we give for
12641 // wantnormals and wanttangents, so this logic uses only rules applicable
12642 // to a model, knowing that they are meaningless otherwise
12643 if (ent == r_refdef.scene.worldentity)
12644 RSurf_ActiveWorldEntity();
12646 RSurf_ActiveModelEntity(ent, false, false, false);
12648 decalsystem->lastupdatetime = cl.time;
12649 decal = decalsystem->decals;
12651 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12653 // update vertex positions for animated models
12654 v3f = decalsystem->vertex3f;
12655 c4f = decalsystem->color4f;
12656 t2f = decalsystem->texcoord2f;
12657 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12659 if (!decal->color4ub[0][3])
12662 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12665 // update color values for fading decals
12666 if (decal->lived >= cl_decals_time.value)
12668 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12669 alpha *= (1.0f/255.0f);
12672 alpha = 1.0f/255.0f;
12674 c4f[ 0] = decal->color4ub[0][0] * alpha;
12675 c4f[ 1] = decal->color4ub[0][1] * alpha;
12676 c4f[ 2] = decal->color4ub[0][2] * alpha;
12678 c4f[ 4] = decal->color4ub[1][0] * alpha;
12679 c4f[ 5] = decal->color4ub[1][1] * alpha;
12680 c4f[ 6] = decal->color4ub[1][2] * alpha;
12682 c4f[ 8] = decal->color4ub[2][0] * alpha;
12683 c4f[ 9] = decal->color4ub[2][1] * alpha;
12684 c4f[10] = decal->color4ub[2][2] * alpha;
12687 t2f[0] = decal->texcoord2f[0][0];
12688 t2f[1] = decal->texcoord2f[0][1];
12689 t2f[2] = decal->texcoord2f[1][0];
12690 t2f[3] = decal->texcoord2f[1][1];
12691 t2f[4] = decal->texcoord2f[2][0];
12692 t2f[5] = decal->texcoord2f[2][1];
12694 // update vertex positions for animated models
12695 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12697 e = rsurface.modelelement3i + 3*decal->triangleindex;
12698 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12699 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12700 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12704 VectorCopy(decal->vertex3f[0], v3f);
12705 VectorCopy(decal->vertex3f[1], v3f + 3);
12706 VectorCopy(decal->vertex3f[2], v3f + 6);
12709 if (r_refdef.fogenabled)
12711 alpha = RSurf_FogVertex(v3f);
12712 VectorScale(c4f, alpha, c4f);
12713 alpha = RSurf_FogVertex(v3f + 3);
12714 VectorScale(c4f + 4, alpha, c4f + 4);
12715 alpha = RSurf_FogVertex(v3f + 6);
12716 VectorScale(c4f + 8, alpha, c4f + 8);
12727 r_refdef.stats.drawndecals += numtris;
12729 // now render the decals all at once
12730 // (this assumes they all use one particle font texture!)
12731 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);
12732 R_Mesh_ResetTextureState();
12733 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12734 GL_DepthMask(false);
12735 GL_DepthRange(0, 1);
12736 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12737 GL_DepthTest(true);
12738 GL_CullFace(GL_NONE);
12739 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12740 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12741 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12745 static void R_DrawModelDecals(void)
12749 // fade faster when there are too many decals
12750 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12751 for (i = 0;i < r_refdef.scene.numentities;i++)
12752 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12754 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12755 for (i = 0;i < r_refdef.scene.numentities;i++)
12756 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12757 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12759 R_DecalSystem_ApplySplatEntitiesQueue();
12761 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12762 for (i = 0;i < r_refdef.scene.numentities;i++)
12763 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12765 r_refdef.stats.totaldecals += numdecals;
12767 if (r_showsurfaces.integer)
12770 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12772 for (i = 0;i < r_refdef.scene.numentities;i++)
12774 if (!r_refdef.viewcache.entityvisible[i])
12776 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12777 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12781 extern cvar_t mod_collision_bih;
12782 void R_DrawDebugModel(void)
12784 entity_render_t *ent = rsurface.entity;
12785 int i, j, k, l, flagsmask;
12786 const msurface_t *surface;
12787 dp_model_t *model = ent->model;
12790 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12792 R_Mesh_ResetTextureState();
12793 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12794 GL_DepthRange(0, 1);
12795 GL_DepthTest(!r_showdisabledepthtest.integer);
12796 GL_DepthMask(false);
12797 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12799 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12803 qboolean cullbox = ent == r_refdef.scene.worldentity;
12804 const q3mbrush_t *brush;
12805 const bih_t *bih = &model->collision_bih;
12806 const bih_leaf_t *bihleaf;
12807 float vertex3f[3][3];
12808 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12810 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12812 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12814 switch (bihleaf->type)
12817 brush = model->brush.data_brushes + bihleaf->itemindex;
12818 if (brush->colbrushf && brush->colbrushf->numtriangles)
12820 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12821 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12822 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12825 case BIH_COLLISIONTRIANGLE:
12826 triangleindex = bihleaf->itemindex;
12827 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12828 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12829 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12830 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12831 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12832 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12834 case BIH_RENDERTRIANGLE:
12835 triangleindex = bihleaf->itemindex;
12836 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12837 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12838 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12839 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12840 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12841 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12847 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12849 if (r_showtris.integer || r_shownormals.integer)
12851 if (r_showdisabledepthtest.integer)
12853 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12854 GL_DepthMask(false);
12858 GL_BlendFunc(GL_ONE, GL_ZERO);
12859 GL_DepthMask(true);
12861 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12863 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12865 rsurface.texture = R_GetCurrentTexture(surface->texture);
12866 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12868 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12869 if (r_showtris.value > 0)
12871 if (!rsurface.texture->currentlayers->depthmask)
12872 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12873 else if (ent == r_refdef.scene.worldentity)
12874 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12876 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12877 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12878 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12880 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12883 if (r_shownormals.value < 0)
12885 qglBegin(GL_LINES);
12886 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12888 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12889 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12890 qglVertex3f(v[0], v[1], v[2]);
12891 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12892 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12893 qglVertex3f(v[0], v[1], v[2]);
12898 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12900 qglBegin(GL_LINES);
12901 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12903 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12904 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12905 qglVertex3f(v[0], v[1], v[2]);
12906 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12907 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12908 qglVertex3f(v[0], v[1], v[2]);
12912 qglBegin(GL_LINES);
12913 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12915 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12916 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12917 qglVertex3f(v[0], v[1], v[2]);
12918 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12919 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12920 qglVertex3f(v[0], v[1], v[2]);
12924 qglBegin(GL_LINES);
12925 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12927 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12928 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12929 qglVertex3f(v[0], v[1], v[2]);
12930 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12931 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12932 qglVertex3f(v[0], v[1], v[2]);
12939 rsurface.texture = NULL;
12943 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12944 int r_maxsurfacelist = 0;
12945 const msurface_t **r_surfacelist = NULL;
12946 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12948 int i, j, endj, flagsmask;
12949 dp_model_t *model = r_refdef.scene.worldmodel;
12950 msurface_t *surfaces;
12951 unsigned char *update;
12952 int numsurfacelist = 0;
12956 if (r_maxsurfacelist < model->num_surfaces)
12958 r_maxsurfacelist = model->num_surfaces;
12960 Mem_Free((msurface_t**)r_surfacelist);
12961 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12964 RSurf_ActiveWorldEntity();
12966 surfaces = model->data_surfaces;
12967 update = model->brushq1.lightmapupdateflags;
12969 // update light styles on this submodel
12970 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12972 model_brush_lightstyleinfo_t *style;
12973 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12975 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12977 int *list = style->surfacelist;
12978 style->value = r_refdef.scene.lightstylevalue[style->style];
12979 for (j = 0;j < style->numsurfaces;j++)
12980 update[list[j]] = true;
12985 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12989 R_DrawDebugModel();
12990 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12994 rsurface.lightmaptexture = NULL;
12995 rsurface.deluxemaptexture = NULL;
12996 rsurface.uselightmaptexture = false;
12997 rsurface.texture = NULL;
12998 rsurface.rtlight = NULL;
12999 numsurfacelist = 0;
13000 // add visible surfaces to draw list
13001 for (i = 0;i < model->nummodelsurfaces;i++)
13003 j = model->sortedmodelsurfaces[i];
13004 if (r_refdef.viewcache.world_surfacevisible[j])
13005 r_surfacelist[numsurfacelist++] = surfaces + j;
13007 // update lightmaps if needed
13008 if (model->brushq1.firstrender)
13010 model->brushq1.firstrender = false;
13011 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13013 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13017 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13018 if (r_refdef.viewcache.world_surfacevisible[j])
13020 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13022 // don't do anything if there were no surfaces
13023 if (!numsurfacelist)
13025 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13028 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13029 GL_AlphaTest(false);
13031 // add to stats if desired
13032 if (r_speeds.integer && !skysurfaces && !depthonly)
13034 r_refdef.stats.world_surfaces += numsurfacelist;
13035 for (j = 0;j < numsurfacelist;j++)
13036 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13039 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13042 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13044 int i, j, endj, flagsmask;
13045 dp_model_t *model = ent->model;
13046 msurface_t *surfaces;
13047 unsigned char *update;
13048 int numsurfacelist = 0;
13052 if (r_maxsurfacelist < model->num_surfaces)
13054 r_maxsurfacelist = model->num_surfaces;
13056 Mem_Free((msurface_t **)r_surfacelist);
13057 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13060 // if the model is static it doesn't matter what value we give for
13061 // wantnormals and wanttangents, so this logic uses only rules applicable
13062 // to a model, knowing that they are meaningless otherwise
13063 if (ent == r_refdef.scene.worldentity)
13064 RSurf_ActiveWorldEntity();
13065 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13066 RSurf_ActiveModelEntity(ent, false, false, false);
13068 RSurf_ActiveModelEntity(ent, true, true, true);
13069 else if (depthonly)
13071 switch (vid.renderpath)
13073 case RENDERPATH_GL20:
13074 case RENDERPATH_CGGL:
13075 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13077 case RENDERPATH_GL13:
13078 case RENDERPATH_GL11:
13079 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13085 switch (vid.renderpath)
13087 case RENDERPATH_GL20:
13088 case RENDERPATH_CGGL:
13089 RSurf_ActiveModelEntity(ent, true, true, false);
13091 case RENDERPATH_GL13:
13092 case RENDERPATH_GL11:
13093 RSurf_ActiveModelEntity(ent, true, false, false);
13098 surfaces = model->data_surfaces;
13099 update = model->brushq1.lightmapupdateflags;
13101 // update light styles
13102 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13104 model_brush_lightstyleinfo_t *style;
13105 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13107 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13109 int *list = style->surfacelist;
13110 style->value = r_refdef.scene.lightstylevalue[style->style];
13111 for (j = 0;j < style->numsurfaces;j++)
13112 update[list[j]] = true;
13117 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13121 R_DrawDebugModel();
13122 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13126 rsurface.lightmaptexture = NULL;
13127 rsurface.deluxemaptexture = NULL;
13128 rsurface.uselightmaptexture = false;
13129 rsurface.texture = NULL;
13130 rsurface.rtlight = NULL;
13131 numsurfacelist = 0;
13132 // add visible surfaces to draw list
13133 for (i = 0;i < model->nummodelsurfaces;i++)
13134 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13135 // don't do anything if there were no surfaces
13136 if (!numsurfacelist)
13138 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13141 // update lightmaps if needed
13145 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13150 R_BuildLightMap(ent, surfaces + j);
13155 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13157 R_BuildLightMap(ent, surfaces + j);
13158 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13159 GL_AlphaTest(false);
13161 // add to stats if desired
13162 if (r_speeds.integer && !skysurfaces && !depthonly)
13164 r_refdef.stats.entities_surfaces += numsurfacelist;
13165 for (j = 0;j < numsurfacelist;j++)
13166 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13169 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13172 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13174 static texture_t texture;
13175 static msurface_t surface;
13176 const msurface_t *surfacelist = &surface;
13178 // fake enough texture and surface state to render this geometry
13180 texture.update_lastrenderframe = -1; // regenerate this texture
13181 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13182 texture.currentskinframe = skinframe;
13183 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13184 texture.offsetmapping = OFFSETMAPPING_OFF;
13185 texture.offsetscale = 1;
13186 texture.specularscalemod = 1;
13187 texture.specularpowermod = 1;
13189 surface.texture = &texture;
13190 surface.num_triangles = numtriangles;
13191 surface.num_firsttriangle = firsttriangle;
13192 surface.num_vertices = numvertices;
13193 surface.num_firstvertex = firstvertex;
13196 rsurface.texture = R_GetCurrentTexture(surface.texture);
13197 rsurface.lightmaptexture = NULL;
13198 rsurface.deluxemaptexture = NULL;
13199 rsurface.uselightmaptexture = false;
13200 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13203 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)
13205 static msurface_t surface;
13206 const msurface_t *surfacelist = &surface;
13208 // fake enough texture and surface state to render this geometry
13210 surface.texture = texture;
13211 surface.num_triangles = numtriangles;
13212 surface.num_firsttriangle = firsttriangle;
13213 surface.num_vertices = numvertices;
13214 surface.num_firstvertex = firstvertex;
13217 rsurface.texture = R_GetCurrentTexture(surface.texture);
13218 rsurface.lightmaptexture = NULL;
13219 rsurface.deluxemaptexture = NULL;
13220 rsurface.uselightmaptexture = false;
13221 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);