2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
170 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
172 extern cvar_t v_glslgamma;
174 extern qboolean v_flipped_state;
176 static struct r_bloomstate_s
181 int bloomwidth, bloomheight;
183 int screentexturewidth, screentextureheight;
184 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
186 int bloomtexturewidth, bloomtextureheight;
187 rtexture_t *texture_bloom;
189 // arrays for rendering the screen passes
190 float screentexcoord2f[8];
191 float bloomtexcoord2f[8];
192 float offsettexcoord2f[8];
194 r_viewport_t viewport;
198 r_waterstate_t r_waterstate;
200 /// shadow volume bsp struct with automatically growing nodes buffer
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
231 typedef struct r_qwskincache_s
233 char name[MAX_QPATH];
234 skinframe_t *skinframe;
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
250 extern void R_DrawModelShadows(void);
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
255 for (i = 0;i < verts;i++)
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
269 for (i = 0;i < verts;i++)
279 // FIXME: move this to client?
282 if (gamemode == GAME_NEHAHRA)
284 Cvar_Set("gl_fogenable", "0");
285 Cvar_Set("gl_fogdensity", "0.2");
286 Cvar_Set("gl_fogred", "0.3");
287 Cvar_Set("gl_foggreen", "0.3");
288 Cvar_Set("gl_fogblue", "0.3");
290 r_refdef.fog_density = 0;
291 r_refdef.fog_red = 0;
292 r_refdef.fog_green = 0;
293 r_refdef.fog_blue = 0;
294 r_refdef.fog_alpha = 1;
295 r_refdef.fog_start = 0;
296 r_refdef.fog_end = 16384;
297 r_refdef.fog_height = 1<<30;
298 r_refdef.fog_fadedepth = 128;
301 static void R_BuildBlankTextures(void)
303 unsigned char data[4];
304 data[2] = 128; // normal X
305 data[1] = 128; // normal Y
306 data[0] = 255; // normal Z
307 data[3] = 128; // height
308 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
313 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326 static void R_BuildNoTexture(void)
329 unsigned char pix[16][16][4];
330 // this makes a light grey/dark grey checkerboard texture
331 for (y = 0;y < 16;y++)
333 for (x = 0;x < 16;x++)
335 if ((y < 8) ^ (x < 8))
351 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
354 static void R_BuildWhiteCube(void)
356 unsigned char data[6*1*1*4];
357 memset(data, 255, sizeof(data));
358 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
361 static void R_BuildNormalizationCube(void)
365 vec_t s, t, intensity;
368 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369 for (side = 0;side < 6;side++)
371 for (y = 0;y < NORMSIZE;y++)
373 for (x = 0;x < NORMSIZE;x++)
375 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
411 intensity = 127.0f / sqrt(DotProduct(v, v));
412 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415 data[((side*64+y)*64+x)*4+3] = 255;
419 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
423 static void R_BuildFogTexture(void)
427 unsigned char data1[FOGWIDTH][4];
428 //unsigned char data2[FOGWIDTH][4];
431 r_refdef.fogmasktable_start = r_refdef.fog_start;
432 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433 r_refdef.fogmasktable_range = r_refdef.fogrange;
434 r_refdef.fogmasktable_density = r_refdef.fog_density;
436 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
439 d = (x * r - r_refdef.fogmasktable_start);
440 if(developer_extra.integer)
441 Con_DPrintf("%f ", d);
443 if (r_fog_exp2.integer)
444 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
446 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447 if(developer_extra.integer)
448 Con_DPrintf(" : %f ", alpha);
449 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450 if(developer_extra.integer)
451 Con_DPrintf(" = %f\n", alpha);
452 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
455 for (x = 0;x < FOGWIDTH;x++)
457 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
462 //data2[x][0] = 255 - b;
463 //data2[x][1] = 255 - b;
464 //data2[x][2] = 255 - b;
467 if (r_texture_fogattenuation)
469 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
474 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
475 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
479 //=======================================================================================================================================================
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "# extension GL_EXT_gpu_shader4 : enable\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "# extension GL_ARB_texture_gather : enable\n"
507 "# ifdef GL_AMD_texture_texture4\n"
508 "# extension GL_AMD_texture_texture4 : enable\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
541 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
553 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
558 "#ifdef FRAGMENT_SHADER\n"
561 " gl_FragColor = gl_Color;\n"
564 "#else // !MODE_SHOWDEPTH\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
573 "#ifdef VERTEX_SHADER\n"
576 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
579 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
587 "uniform sampler2D Texture_Second;\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
607 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
609 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
611 "#ifdef USEVIEWTINT\n"
612 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
618 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
623 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
626 "#ifdef USESATURATION\n"
627 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
633 "#ifdef USEGAMMARAMPS\n"
634 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
640 "#else // !MODE_POSTPROCESS\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USESPECULAR\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
676 " gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
681 "#ifdef USESPECULAR\n"
682 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 " gl_FragColor *= tex2;\n"
687 " gl_FragColor += tex2;\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
695 "#else // !MODE_GENERIC\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
705 " gl_FrontColor = gl_Color;\n"
706 " TexCoord = gl_MultiTexCoord0.xy;\n"
707 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
718 " vec2 tc = TexCoord;\n"
719 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 " tc += BloomBlur_Parameters.xy;\n"
721 " for (i = 1;i < SAMPLES;i++)\n"
723 " color += texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
726 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
738 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 " ModelViewProjectionPosition = gl_Position;\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
759 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 " // FIXME temporary hack to detect the case that the reflection\n"
764 " // gets blackened at edges due to leaving the area that contains actual\n"
766 " // Remove this 'ack once we have a better way to stop this thing from\n"
768 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
776 "#else // !MODE_REFRACTION\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
791 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
816 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 " // FIXME temporary hack to detect the case that the reflection\n"
822 " // gets blackened at edges due to leaving the area that contains actual\n"
824 " // Remove this 'ack once we have a better way to stop this thing from\n"
826 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
840 "#else // !MODE_WATER\n"
845 "// common definitions between vertex shader and fragment shader:\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
891 "uniform vec4 FogPlane;\n"
897 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
905 "uniform sampler2D Texture_Gloss;\n"
908 "uniform sampler2D Texture_Glow;\n"
910 "#ifdef USEVERTEXTEXTUREBLEND\n"
911 "uniform sampler2D Texture_SecondaryNormal;\n"
912 "uniform sampler2D Texture_SecondaryColor;\n"
913 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
914 "uniform sampler2D Texture_SecondaryGloss;\n"
917 "uniform sampler2D Texture_SecondaryGlow;\n"
920 "#ifdef USECOLORMAPPING\n"
921 "uniform sampler2D Texture_Pants;\n"
922 "uniform sampler2D Texture_Shirt;\n"
925 "uniform sampler2D Texture_FogMask;\n"
927 "#ifdef USELIGHTMAP\n"
928 "uniform sampler2D Texture_Lightmap;\n"
930 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
931 "uniform sampler2D Texture_Deluxemap;\n"
933 "#ifdef USEREFLECTION\n"
934 "uniform sampler2D Texture_Reflection;\n"
937 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
938 "uniform sampler2D Texture_ScreenDepth;\n"
939 "uniform sampler2D Texture_ScreenNormalMap;\n"
941 "#ifdef USEDEFERREDLIGHTMAP\n"
942 "uniform sampler2D Texture_ScreenDiffuse;\n"
943 "uniform sampler2D Texture_ScreenSpecular;\n"
946 "uniform myhalf3 Color_Pants;\n"
947 "uniform myhalf3 Color_Shirt;\n"
948 "uniform myhalf3 FogColor;\n"
951 "uniform float FogRangeRecip;\n"
952 "uniform float FogPlaneViewDist;\n"
953 "uniform float FogHeightFade;\n"
954 "float FogVertex(void)\n"
956 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
957 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
959 "#ifdef USEFOGOUTSIDE\n"
960 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
962 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
964 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
968 "#ifdef USEOFFSETMAPPING\n"
969 "uniform float OffsetMapping_Scale;\n"
970 "vec2 OffsetMapping(vec2 TexCoord)\n"
972 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
973 " // 14 sample relief mapping: linear search and then binary search\n"
974 " // this basically steps forward a small amount repeatedly until it finds\n"
975 " // itself inside solid, then jitters forward and back using decreasing\n"
976 " // amounts to find the impact\n"
977 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
978 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
979 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
980 " vec3 RT = vec3(TexCoord, 1);\n"
981 " OffsetVector *= 0.1;\n"
982 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
992 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
993 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
994 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
995 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
998 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
999 " // this basically moves forward the full distance, and then backs up based\n"
1000 " // on height of samples\n"
1001 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1002 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1003 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1004 " TexCoord += OffsetVector;\n"
1005 " OffsetVector *= 0.333;\n"
1006 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1007 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1008 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1009 " return TexCoord;\n"
1012 "#endif // USEOFFSETMAPPING\n"
1014 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1015 "uniform sampler2D Texture_Attenuation;\n"
1016 "uniform samplerCube Texture_Cube;\n"
1018 "#ifdef USESHADOWMAPRECT\n"
1019 "# ifdef USESHADOWSAMPLER\n"
1020 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1022 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1026 "#ifdef USESHADOWMAP2D\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1030 "uniform sampler2D Texture_ShadowMap2D;\n"
1034 "#ifdef USESHADOWMAPVSDCT\n"
1035 "uniform samplerCube Texture_CubeProjection;\n"
1038 "#ifdef USESHADOWMAPCUBE\n"
1039 "# ifdef USESHADOWSAMPLER\n"
1040 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1042 "uniform samplerCube Texture_ShadowMapCube;\n"
1046 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1047 "uniform vec2 ShadowMap_TextureScale;\n"
1048 "uniform vec4 ShadowMap_Parameters;\n"
1051 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1052 "# ifndef USESHADOWMAPVSDCT\n"
1053 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1055 " vec3 adir = abs(dir);\n"
1059 " if (adir.x > adir.y)\n"
1061 " if (adir.x > adir.z) // X\n"
1065 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1071 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1076 " if (adir.y > adir.z) // Y\n"
1080 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1086 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1090 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1091 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1092 " stc.z += ShadowMap_Parameters.z;\n"
1096 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1098 " vec3 adir = abs(dir);\n"
1099 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1100 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1101 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1102 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1103 " stc.z += ShadowMap_Parameters.z;\n"
1107 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1109 "#ifdef USESHADOWMAPCUBE\n"
1110 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1112 " vec3 adir = abs(dir);\n"
1113 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1117 "# ifdef USESHADOWMAPRECT\n"
1118 "float ShadowMapCompare(vec3 dir)\n"
1120 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1122 "# ifdef USESHADOWSAMPLER\n"
1124 "# ifdef USESHADOWMAPPCF\n"
1125 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1126 " 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"
1128 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1133 "# ifdef USESHADOWMAPPCF\n"
1134 "# if USESHADOWMAPPCF > 1\n"
1135 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1136 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1137 " 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"
1138 " 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"
1139 " 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"
1140 " 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"
1141 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1142 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1144 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1145 " vec2 offset = fract(shadowmaptc.xy);\n"
1146 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1147 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1148 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1149 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1150 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1153 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1161 "# ifdef USESHADOWMAP2D\n"
1162 "float ShadowMapCompare(vec3 dir)\n"
1164 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1167 "# ifdef USESHADOWSAMPLER\n"
1168 "# ifdef USESHADOWMAPPCF\n"
1169 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1170 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1171 " 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"
1173 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1176 "# ifdef USESHADOWMAPPCF\n"
1177 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1178 "# ifdef GL_ARB_texture_gather\n"
1179 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1181 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1183 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1184 " center *= ShadowMap_TextureScale;\n"
1185 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1186 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1187 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1188 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1189 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1190 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1191 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1193 "# ifdef GL_EXT_gpu_shader4\n"
1194 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1196 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1198 "# if USESHADOWMAPPCF > 1\n"
1199 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1200 " center *= ShadowMap_TextureScale;\n"
1201 " 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"
1202 " 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"
1203 " 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"
1204 " 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"
1205 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1206 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1208 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1209 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1210 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1211 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1212 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1213 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1217 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1224 "# ifdef USESHADOWMAPCUBE\n"
1225 "float ShadowMapCompare(vec3 dir)\n"
1227 " // apply depth texture cubemap as light filter\n"
1228 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1230 "# ifdef USESHADOWSAMPLER\n"
1231 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1233 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1238 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1239 "#endif // FRAGMENT_SHADER\n"
1244 "#ifdef MODE_DEFERREDGEOMETRY\n"
1245 "#ifdef VERTEX_SHADER\n"
1246 "uniform mat4 TexMatrix;\n"
1247 "#ifdef USEVERTEXTEXTUREBLEND\n"
1248 "uniform mat4 BackgroundTexMatrix;\n"
1250 "uniform mat4 ModelViewMatrix;\n"
1253 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1254 "#ifdef USEVERTEXTEXTUREBLEND\n"
1255 " gl_FrontColor = gl_Color;\n"
1256 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1259 " // transform unnormalized eye direction into tangent space\n"
1260 "#ifdef USEOFFSETMAPPING\n"
1261 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1262 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1263 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1264 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1267 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1268 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1269 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1270 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1272 "#endif // VERTEX_SHADER\n"
1274 "#ifdef FRAGMENT_SHADER\n"
1277 "#ifdef USEOFFSETMAPPING\n"
1278 " // apply offsetmapping\n"
1279 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1280 "#define TexCoord TexCoordOffset\n"
1283 "#ifdef USEALPHAKILL\n"
1284 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1288 "#ifdef USEVERTEXTEXTUREBLEND\n"
1289 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1290 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1291 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1292 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1295 "#ifdef USEVERTEXTEXTUREBLEND\n"
1296 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1298 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1301 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1303 "#endif // FRAGMENT_SHADER\n"
1304 "#else // !MODE_DEFERREDGEOMETRY\n"
1309 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1310 "#ifdef VERTEX_SHADER\n"
1311 "uniform mat4 ModelViewMatrix;\n"
1314 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1315 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1317 "#endif // VERTEX_SHADER\n"
1319 "#ifdef FRAGMENT_SHADER\n"
1320 "uniform mat4 ViewToLight;\n"
1321 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1322 "uniform vec2 ScreenToDepth;\n"
1323 "uniform myhalf3 DeferredColor_Ambient;\n"
1324 "uniform myhalf3 DeferredColor_Diffuse;\n"
1325 "#ifdef USESPECULAR\n"
1326 "uniform myhalf3 DeferredColor_Specular;\n"
1327 "uniform myhalf SpecularPower;\n"
1329 "uniform myhalf2 PixelToScreenTexCoord;\n"
1332 " // calculate viewspace pixel position\n"
1333 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1335 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1336 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1337 " // decode viewspace pixel normal\n"
1338 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1339 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1340 " // surfacenormal = pixel normal in viewspace\n"
1341 " // LightVector = pixel to light in viewspace\n"
1342 " // CubeVector = position in lightspace\n"
1343 " // eyevector = pixel to view in viewspace\n"
1344 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1345 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1346 "#ifdef USEDIFFUSE\n"
1347 " // calculate diffuse shading\n"
1348 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1349 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1351 "#ifdef USESPECULAR\n"
1352 " // calculate directional shading\n"
1353 " vec3 eyevector = position * -1.0;\n"
1354 "# ifdef USEEXACTSPECULARMATH\n"
1355 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1357 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1358 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1362 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1363 " fade *= ShadowMapCompare(CubeVector);\n"
1366 "#ifdef USEDIFFUSE\n"
1367 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1369 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1371 "#ifdef USESPECULAR\n"
1372 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1374 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1377 "# ifdef USECUBEFILTER\n"
1378 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1379 " gl_FragData[0].rgb *= cubecolor;\n"
1380 " gl_FragData[1].rgb *= cubecolor;\n"
1383 "#endif // FRAGMENT_SHADER\n"
1384 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1389 "#ifdef VERTEX_SHADER\n"
1390 "uniform mat4 TexMatrix;\n"
1391 "#ifdef USEVERTEXTEXTUREBLEND\n"
1392 "uniform mat4 BackgroundTexMatrix;\n"
1394 "#ifdef MODE_LIGHTSOURCE\n"
1395 "uniform mat4 ModelToLight;\n"
1399 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1400 " gl_FrontColor = gl_Color;\n"
1402 " // copy the surface texcoord\n"
1403 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1404 "#ifdef USEVERTEXTEXTUREBLEND\n"
1405 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1407 "#ifdef USELIGHTMAP\n"
1408 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1411 "#ifdef MODE_LIGHTSOURCE\n"
1412 " // transform vertex position into light attenuation/cubemap space\n"
1413 " // (-1 to +1 across the light box)\n"
1414 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1416 "# ifdef USEDIFFUSE\n"
1417 " // transform unnormalized light direction into tangent space\n"
1418 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1419 " // normalize it per pixel)\n"
1420 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1421 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1422 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1423 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1427 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1428 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1429 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1430 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1433 " // transform unnormalized eye direction into tangent space\n"
1434 "#ifdef USEEYEVECTOR\n"
1435 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1436 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1437 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1438 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1442 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1443 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1446 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1447 " VectorS = gl_MultiTexCoord1.xyz;\n"
1448 " VectorT = gl_MultiTexCoord2.xyz;\n"
1449 " VectorR = gl_MultiTexCoord3.xyz;\n"
1452 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1453 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1455 "#ifdef USEREFLECTION\n"
1456 " ModelViewProjectionPosition = gl_Position;\n"
1459 "#endif // VERTEX_SHADER\n"
1464 "#ifdef FRAGMENT_SHADER\n"
1465 "#ifdef USEDEFERREDLIGHTMAP\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1467 "uniform myhalf3 DeferredMod_Diffuse;\n"
1468 "uniform myhalf3 DeferredMod_Specular;\n"
1470 "uniform myhalf3 Color_Ambient;\n"
1471 "uniform myhalf3 Color_Diffuse;\n"
1472 "uniform myhalf3 Color_Specular;\n"
1473 "uniform myhalf SpecularPower;\n"
1475 "uniform myhalf3 Color_Glow;\n"
1477 "uniform myhalf Alpha;\n"
1478 "#ifdef USEREFLECTION\n"
1479 "uniform vec4 DistortScaleRefractReflect;\n"
1480 "uniform vec4 ScreenScaleRefractReflect;\n"
1481 "uniform vec4 ScreenCenterRefractReflect;\n"
1482 "uniform myhalf4 ReflectColor;\n"
1484 "#ifdef USEREFLECTCUBE\n"
1485 "uniform mat4 ModelToReflectCube;\n"
1486 "uniform sampler2D Texture_ReflectMask;\n"
1487 "uniform samplerCube Texture_ReflectCube;\n"
1489 "#ifdef MODE_LIGHTDIRECTION\n"
1490 "uniform myhalf3 LightColor;\n"
1492 "#ifdef MODE_LIGHTSOURCE\n"
1493 "uniform myhalf3 LightColor;\n"
1497 "#ifdef USEOFFSETMAPPING\n"
1498 " // apply offsetmapping\n"
1499 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1500 "#define TexCoord TexCoordOffset\n"
1503 " // combine the diffuse textures (base, pants, shirt)\n"
1504 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1505 "#ifdef USEALPHAKILL\n"
1506 " if (color.a < 0.5)\n"
1509 " color.a *= Alpha;\n"
1510 "#ifdef USECOLORMAPPING\n"
1511 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1515 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1516 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1517 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1519 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1522 " // get the surface normal\n"
1523 "#ifdef USEVERTEXTEXTUREBLEND\n"
1524 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1526 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1529 " // get the material colors\n"
1530 " myhalf3 diffusetex = color.rgb;\n"
1531 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1532 "# ifdef USEVERTEXTEXTUREBLEND\n"
1533 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1535 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1541 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1542 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1543 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1549 "#ifdef MODE_LIGHTSOURCE\n"
1550 " // light source\n"
1551 "#ifdef USEDIFFUSE\n"
1552 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1553 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1554 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1555 "#ifdef USESPECULAR\n"
1556 "#ifdef USEEXACTSPECULARMATH\n"
1557 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1559 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1560 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1562 " color.rgb += glosstex * (specular * Color_Specular);\n"
1565 " color.rgb = diffusetex * Color_Ambient;\n"
1567 " color.rgb *= LightColor;\n"
1568 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1569 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1570 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1572 "# ifdef USECUBEFILTER\n"
1573 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1575 "#endif // MODE_LIGHTSOURCE\n"
1580 "#ifdef MODE_LIGHTDIRECTION\n"
1582 "#ifdef USEDIFFUSE\n"
1583 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1585 "#define lightcolor LightColor\n"
1586 "#endif // MODE_LIGHTDIRECTION\n"
1587 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1589 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1590 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1591 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1592 " // convert modelspace light vector to tangentspace\n"
1593 " myhalf3 lightnormal;\n"
1594 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1595 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1596 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1597 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1598 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1599 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1600 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1601 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1602 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1603 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1604 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1605 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1606 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1607 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1608 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1610 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1611 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1612 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1618 "#ifdef MODE_LIGHTMAP\n"
1619 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1620 "#endif // MODE_LIGHTMAP\n"
1621 "#ifdef MODE_VERTEXCOLOR\n"
1622 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1623 "#endif // MODE_VERTEXCOLOR\n"
1624 "#ifdef MODE_FLATCOLOR\n"
1625 " color.rgb = diffusetex * Color_Ambient;\n"
1626 "#endif // MODE_FLATCOLOR\n"
1632 "# ifdef USEDIFFUSE\n"
1633 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1634 "# ifdef USESPECULAR\n"
1635 "# ifdef USEEXACTSPECULARMATH\n"
1636 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1638 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1639 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1641 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1643 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1646 " color.rgb = diffusetex * Color_Ambient;\n"
1650 "#ifdef USEDEFERREDLIGHTMAP\n"
1651 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1652 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1653 " color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1660 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1665 "#ifdef MODE_LIGHTSOURCE\n"
1666 " color.rgb *= myhalf(FogVertex());\n"
1668 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1672 " // 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"
1673 "#ifdef USEREFLECTION\n"
1674 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1675 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1676 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1677 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1678 " // FIXME temporary hack to detect the case that the reflection\n"
1679 " // gets blackened at edges due to leaving the area that contains actual\n"
1681 " // Remove this 'ack once we have a better way to stop this thing from\n"
1683 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1685 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1686 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1687 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1688 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1691 " gl_FragColor = vec4(color);\n"
1693 "#endif // FRAGMENT_SHADER\n"
1695 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1696 "#endif // !MODE_DEFERREDGEOMETRY\n"
1697 "#endif // !MODE_WATER\n"
1698 "#endif // !MODE_REFRACTION\n"
1699 "#endif // !MODE_BLOOMBLUR\n"
1700 "#endif // !MODE_GENERIC\n"
1701 "#endif // !MODE_POSTPROCESS\n"
1702 "#endif // !MODE_SHOWDEPTH\n"
1703 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1707 =========================================================================================================================================================
1711 =========================================================================================================================================================
1715 =========================================================================================================================================================
1719 =========================================================================================================================================================
1723 =========================================================================================================================================================
1727 =========================================================================================================================================================
1731 =========================================================================================================================================================
1734 const char *builtincgshaderstring =
1735 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1736 "// written by Forest 'LordHavoc' Hale\n"
1737 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1739 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1742 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1743 "#define USELIGHTMAP\n"
1745 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1746 "#define USEEYEVECTOR\n"
1749 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1750 "#ifdef VERTEX_SHADER\n"
1753 "float4 gl_Vertex : POSITION,\n"
1754 "uniform float4x4 ModelViewProjectionMatrix,\n"
1755 "out float4 gl_Position : POSITION\n"
1758 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1761 "#else // !MODE_DEPTH_ORSHADOW\n"
1766 "#ifdef MODE_SHOWDEPTH\n"
1767 "#ifdef VERTEX_SHADER\n"
1770 "float4 gl_Vertex : POSITION,\n"
1771 "uniform float4x4 ModelViewProjectionMatrix,\n"
1772 "out float4 gl_Position : POSITION,\n"
1773 "out float4 gl_FrontColor : COLOR0\n"
1776 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1777 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1781 "#ifdef FRAGMENT_SHADER\n"
1784 "float4 gl_FrontColor : COLOR0,\n"
1785 "out float4 gl_FragColor : COLOR\n"
1788 " gl_FragColor = gl_FrontColor;\n"
1791 "#else // !MODE_SHOWDEPTH\n"
1796 "#ifdef MODE_POSTPROCESS\n"
1798 "#ifdef VERTEX_SHADER\n"
1801 "float4 gl_Vertex : POSITION,\n"
1802 "uniform float4x4 ModelViewProjectionMatrix,\n"
1803 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1804 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1805 "out float4 gl_Position : POSITION,\n"
1806 "out float2 TexCoord1 : TEXCOORD0,\n"
1807 "out float2 TexCoord2 : TEXCOORD1\n"
1810 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1811 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1813 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1821 "float2 TexCoord1 : TEXCOORD0,\n"
1822 "float2 TexCoord2 : TEXCOORD1,\n"
1823 "uniform sampler2D Texture_First,\n"
1825 "uniform sampler2D Texture_Second,\n"
1827 "#ifdef USEGAMMARAMPS\n"
1828 "uniform sampler2D Texture_GammaRamps,\n"
1830 "#ifdef USESATURATION\n"
1831 "uniform float Saturation,\n"
1833 "#ifdef USEVIEWTINT\n"
1834 "uniform float4 ViewTintColor,\n"
1836 "uniform float4 UserVec1,\n"
1837 "uniform float4 UserVec2,\n"
1838 "uniform float4 UserVec3,\n"
1839 "uniform float4 UserVec4,\n"
1840 "uniform float ClientTime,\n"
1841 "uniform float2 PixelSize,\n"
1842 "out float4 gl_FragColor : COLOR\n"
1845 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1847 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1849 "#ifdef USEVIEWTINT\n"
1850 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1853 "#ifdef USEPOSTPROCESSING\n"
1854 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1855 "// 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"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1859 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1860 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1861 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1864 "#ifdef USESATURATION\n"
1865 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1866 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1867 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1868 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1871 "#ifdef USEGAMMARAMPS\n"
1872 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1873 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1874 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1878 "#else // !MODE_POSTPROCESS\n"
1883 "#ifdef MODE_GENERIC\n"
1884 "#ifdef VERTEX_SHADER\n"
1887 "float4 gl_Vertex : POSITION,\n"
1888 "uniform float4x4 ModelViewProjectionMatrix,\n"
1889 "float4 gl_Color : COLOR0,\n"
1890 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1891 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1892 "out float4 gl_Position : POSITION,\n"
1893 "out float4 gl_FrontColor : COLOR,\n"
1894 "out float2 TexCoord1 : TEXCOORD0,\n"
1895 "out float2 TexCoord2 : TEXCOORD1\n"
1898 " gl_FrontColor = gl_Color;\n"
1899 "#ifdef USEDIFFUSE\n"
1900 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1902 "#ifdef USESPECULAR\n"
1903 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1905 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1909 "#ifdef FRAGMENT_SHADER\n"
1913 "float4 gl_FrontColor : COLOR,\n"
1914 "float2 TexCoord1 : TEXCOORD0,\n"
1915 "float2 TexCoord2 : TEXCOORD1,\n"
1916 "#ifdef USEDIFFUSE\n"
1917 "uniform sampler2D Texture_First,\n"
1919 "#ifdef USESPECULAR\n"
1920 "uniform sampler2D Texture_Second,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1925 " gl_FragColor = gl_FrontColor;\n"
1926 "#ifdef USEDIFFUSE\n"
1927 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1930 "#ifdef USESPECULAR\n"
1931 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1932 "# ifdef USECOLORMAPPING\n"
1933 " gl_FragColor *= tex2;\n"
1936 " gl_FragColor += tex2;\n"
1938 "# ifdef USEVERTEXTEXTUREBLEND\n"
1939 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1944 "#else // !MODE_GENERIC\n"
1949 "#ifdef MODE_BLOOMBLUR\n"
1950 "#ifdef VERTEX_SHADER\n"
1953 "float4 gl_Vertex : POSITION,\n"
1954 "uniform float4x4 ModelViewProjectionMatrix,\n"
1955 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1956 "out float4 gl_Position : POSITION,\n"
1957 "out float2 TexCoord : TEXCOORD0\n"
1960 " TexCoord = gl_MultiTexCoord0.xy;\n"
1961 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1965 "#ifdef FRAGMENT_SHADER\n"
1969 "float2 TexCoord : TEXCOORD0,\n"
1970 "uniform sampler2D Texture_First,\n"
1971 "uniform float4 BloomBlur_Parameters,\n"
1972 "out float4 gl_FragColor : COLOR\n"
1976 " float2 tc = TexCoord;\n"
1977 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1978 " tc += BloomBlur_Parameters.xy;\n"
1979 " for (i = 1;i < SAMPLES;i++)\n"
1981 " color += tex2D(Texture_First, tc).rgb;\n"
1982 " tc += BloomBlur_Parameters.xy;\n"
1984 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1987 "#else // !MODE_BLOOMBLUR\n"
1988 "#ifdef MODE_REFRACTION\n"
1989 "#ifdef VERTEX_SHADER\n"
1992 "float4 gl_Vertex : POSITION,\n"
1993 "uniform float4x4 ModelViewProjectionMatrix,\n"
1994 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1995 "uniform float4x4 TexMatrix,\n"
1996 "uniform float3 EyePosition,\n"
1997 "out float4 gl_Position : POSITION,\n"
1998 "out float2 TexCoord : TEXCOORD0,\n"
1999 "out float3 EyeVector : TEXCOORD1,\n"
2000 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2003 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2004 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2005 " ModelViewProjectionPosition = gl_Position;\n"
2009 "#ifdef FRAGMENT_SHADER\n"
2012 "float2 TexCoord : TEXCOORD0,\n"
2013 "float3 EyeVector : TEXCOORD1,\n"
2014 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2015 "uniform sampler2D Texture_Normal,\n"
2016 "uniform sampler2D Texture_Refraction,\n"
2017 "uniform sampler2D Texture_Reflection,\n"
2018 "uniform float4 DistortScaleRefractReflect,\n"
2019 "uniform float4 ScreenScaleRefractReflect,\n"
2020 "uniform float4 ScreenCenterRefractReflect,\n"
2021 "uniform float4 RefractColor,\n"
2022 "out float4 gl_FragColor : COLOR\n"
2025 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2026 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2027 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2028 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2029 " // FIXME temporary hack to detect the case that the reflection\n"
2030 " // gets blackened at edges due to leaving the area that contains actual\n"
2032 " // Remove this 'ack once we have a better way to stop this thing from\n"
2034 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2036 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2037 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2038 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2039 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2042 "#else // !MODE_REFRACTION\n"
2047 "#ifdef MODE_WATER\n"
2048 "#ifdef VERTEX_SHADER\n"
2052 "float4 gl_Vertex : POSITION,\n"
2053 "uniform float4x4 ModelViewProjectionMatrix,\n"
2054 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2055 "uniform float4x4 TexMatrix,\n"
2056 "uniform float3 EyePosition,\n"
2057 "out float4 gl_Position : POSITION,\n"
2058 "out float2 TexCoord : TEXCOORD0,\n"
2059 "out float3 EyeVector : TEXCOORD1,\n"
2060 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2063 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2064 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2065 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2066 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2067 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2068 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2069 " ModelViewProjectionPosition = gl_Position;\n"
2073 "#ifdef FRAGMENT_SHADER\n"
2076 "float2 TexCoord : TEXCOORD0,\n"
2077 "float3 EyeVector : TEXCOORD1,\n"
2078 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2079 "uniform sampler2D Texture_Normal,\n"
2080 "uniform sampler2D Texture_Refraction,\n"
2081 "uniform sampler2D Texture_Reflection,\n"
2082 "uniform float4 DistortScaleRefractReflect,\n"
2083 "uniform float4 ScreenScaleRefractReflect,\n"
2084 "uniform float4 ScreenCenterRefractReflect,\n"
2085 "uniform float4 RefractColor,\n"
2086 "uniform float4 ReflectColor,\n"
2087 "uniform float ReflectFactor,\n"
2088 "uniform float ReflectOffset,\n"
2089 "out float4 gl_FragColor : COLOR\n"
2092 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2093 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2094 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2095 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2096 " // FIXME temporary hack to detect the case that the reflection\n"
2097 " // gets blackened at edges due to leaving the area that contains actual\n"
2099 " // Remove this 'ack once we have a better way to stop this thing from\n"
2101 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2103 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2104 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2105 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2106 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2108 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2109 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2110 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2111 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2112 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2115 "#else // !MODE_WATER\n"
2120 "// 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"
2122 "// fragment shader specific:\n"
2123 "#ifdef FRAGMENT_SHADER\n"
2126 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2129 "#ifdef USEFOGOUTSIDE\n"
2130 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2132 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2134 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2138 "#ifdef USEOFFSETMAPPING\n"
2139 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2141 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2142 " // 14 sample relief mapping: linear search and then binary search\n"
2143 " // this basically steps forward a small amount repeatedly until it finds\n"
2144 " // itself inside solid, then jitters forward and back using decreasing\n"
2145 " // amounts to find the impact\n"
2146 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2147 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2148 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2149 " float3 RT = float3(TexCoord, 1);\n"
2150 " OffsetVector *= 0.1;\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2159 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2163 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2164 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2167 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2168 " // this basically moves forward the full distance, and then backs up based\n"
2169 " // on height of samples\n"
2170 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2171 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2172 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2173 " TexCoord += OffsetVector;\n"
2174 " OffsetVector *= 0.333;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2177 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2178 " return TexCoord;\n"
2181 "#endif // USEOFFSETMAPPING\n"
2183 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2184 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2185 "# ifndef USESHADOWMAPVSDCT\n"
2186 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2188 " float3 adir = abs(dir);\n"
2192 " if (adir.x > adir.y)\n"
2194 " if (adir.x > adir.z) // X\n"
2198 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2204 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2209 " if (adir.y > adir.z) // Y\n"
2213 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2219 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2223 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2224 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2225 " stc.z += ShadowMap_Parameters.z;\n"
2229 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2231 " float3 adir = abs(dir);\n"
2232 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2233 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2234 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2235 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2236 " stc.z += ShadowMap_Parameters.z;\n"
2240 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2242 "#ifdef USESHADOWMAPCUBE\n"
2243 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2245 " float3 adir = abs(dir);\n"
2246 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2250 "# ifdef USESHADOWMAPRECT\n"
2251 "#ifdef USESHADOWMAPVSDCT\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2254 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2257 "#ifdef USESHADOWMAPVSDCT\n"
2258 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2260 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2263 "# ifdef USESHADOWSAMPLER\n"
2265 "# ifdef USESHADOWMAPPCF\n"
2266 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2267 " 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"
2269 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2274 "# ifdef USESHADOWMAPPCF\n"
2275 "# if USESHADOWMAPPCF > 1\n"
2276 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2277 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2278 " 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"
2279 " 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"
2280 " 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"
2281 " 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"
2282 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2283 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2285 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2286 " float2 offset = frac(shadowmaptc.xy);\n"
2287 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2288 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2289 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2290 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2291 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2294 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2302 "# ifdef USESHADOWMAP2D\n"
2303 "#ifdef USESHADOWMAPVSDCT\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2306 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2309 "#ifdef USESHADOWMAPVSDCT\n"
2310 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2312 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2316 "# ifdef USESHADOWSAMPLER\n"
2317 "# ifdef USESHADOWMAPPCF\n"
2318 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2319 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2320 " 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"
2322 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2325 "# ifdef USESHADOWMAPPCF\n"
2326 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2327 "# ifdef GL_ARB_texture_gather\n"
2328 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2330 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2332 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2333 " center *= ShadowMap_TextureScale;\n"
2334 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2335 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2336 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2337 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2338 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2339 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2340 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2342 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2343 "# if USESHADOWMAPPCF > 1\n"
2344 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2345 " center *= ShadowMap_TextureScale;\n"
2346 " 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"
2347 " 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"
2348 " 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"
2349 " 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"
2350 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2351 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2353 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2354 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2355 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2356 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2357 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2358 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2362 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2369 "# ifdef USESHADOWMAPCUBE\n"
2370 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2372 " // apply depth texture cubemap as light filter\n"
2373 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2375 "# ifdef USESHADOWSAMPLER\n"
2376 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2378 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2383 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2384 "#endif // FRAGMENT_SHADER\n"
2389 "#ifdef MODE_DEFERREDGEOMETRY\n"
2390 "#ifdef VERTEX_SHADER\n"
2393 "float4 gl_Vertex : POSITION,\n"
2394 "uniform float4x4 ModelViewProjectionMatrix,\n"
2395 "#ifdef USEVERTEXTEXTUREBLEND\n"
2396 "float4 gl_Color : COLOR0,\n"
2398 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2399 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2400 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2401 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2402 "uniform float4x4 TexMatrix,\n"
2403 "#ifdef USEVERTEXTEXTUREBLEND\n"
2404 "uniform float4x4 BackgroundTexMatrix,\n"
2406 "uniform float4x4 ModelViewMatrix,\n"
2407 "#ifdef USEOFFSETMAPPING\n"
2408 "uniform float3 EyePosition,\n"
2410 "out float4 gl_Position : POSITION,\n"
2411 "out float4 gl_FrontColor : COLOR,\n"
2412 "out float4 TexCoordBoth : TEXCOORD0,\n"
2413 "#ifdef USEOFFSETMAPPING\n"
2414 "out float3 EyeVector : TEXCOORD2,\n"
2416 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2417 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2418 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2421 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2422 "#ifdef USEVERTEXTEXTUREBLEND\n"
2423 " gl_FrontColor = gl_Color;\n"
2424 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2427 " // transform unnormalized eye direction into tangent space\n"
2428 "#ifdef USEOFFSETMAPPING\n"
2429 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2430 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2431 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2432 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2435 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2436 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2437 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2438 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2440 "#endif // VERTEX_SHADER\n"
2442 "#ifdef FRAGMENT_SHADER\n"
2445 "float4 TexCoordBoth : TEXCOORD0,\n"
2446 "float3 EyeVector : TEXCOORD2,\n"
2447 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2448 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2449 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2450 "uniform sampler2D Texture_Normal,\n"
2451 "#ifdef USEALPHAKILL\n"
2452 "uniform sampler2D Texture_Color,\n"
2454 "#ifdef USEVERTEXTEXTUREBLEND\n"
2455 "uniform sampler2D Texture_SecondaryNormal,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2464 " float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 " // apply offsetmapping\n"
2467 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2471 "#ifdef USEALPHAKILL\n"
2472 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2486 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2489 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2491 "#endif // FRAGMENT_SHADER\n"
2492 "#else // !MODE_DEFERREDGEOMETRY\n"
2497 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2498 "#ifdef VERTEX_SHADER\n"
2501 "float4 gl_Vertex : POSITION,\n"
2502 "uniform float4x4 ModelViewProjectionMatrix,\n"
2503 "uniform float4x4 ModelViewMatrix,\n"
2504 "out float4 gl_Position : POSITION,\n"
2505 "out float4 ModelViewPosition : TEXCOORD0\n"
2508 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2509 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2511 "#endif // VERTEX_SHADER\n"
2513 "#ifdef FRAGMENT_SHADER\n"
2516 "float2 Pixel : WPOS,\n"
2517 "float4 ModelViewPosition : TEXCOORD0,\n"
2518 "uniform float4x4 ViewToLight,\n"
2519 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2520 "uniform float3 LightPosition,\n"
2521 "uniform half2 PixelToScreenTexCoord,\n"
2522 "uniform half3 DeferredColor_Ambient,\n"
2523 "uniform half3 DeferredColor_Diffuse,\n"
2524 "#ifdef USESPECULAR\n"
2525 "uniform half3 DeferredColor_Specular,\n"
2526 "uniform half SpecularPower,\n"
2528 "uniform sampler2D Texture_Attenuation,\n"
2529 "uniform sampler2D Texture_ScreenDepth,\n"
2530 "uniform sampler2D Texture_ScreenNormalMap,\n"
2532 "#ifdef USESHADOWMAPRECT\n"
2533 "# ifdef USESHADOWSAMPLER\n"
2534 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2536 "uniform samplerRECT Texture_ShadowMapRect,\n"
2540 "#ifdef USESHADOWMAP2D\n"
2541 "# ifdef USESHADOWSAMPLER\n"
2542 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2544 "uniform sampler2D Texture_ShadowMap2D,\n"
2548 "#ifdef USESHADOWMAPVSDCT\n"
2549 "uniform samplerCUBE Texture_CubeProjection,\n"
2552 "#ifdef USESHADOWMAPCUBE\n"
2553 "# ifdef USESHADOWSAMPLER\n"
2554 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2556 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2560 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2561 "uniform float2 ShadowMap_TextureScale,\n"
2562 "uniform float4 ShadowMap_Parameters,\n"
2565 "out float4 gl_FragData0 : COLOR0,\n"
2566 "out float4 gl_FragData1 : COLOR1\n"
2569 " // calculate viewspace pixel position\n"
2570 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2571 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2572 " float3 position;\n"
2573 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2574 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2575 " // decode viewspace pixel normal\n"
2576 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2577 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2578 " // surfacenormal = pixel normal in viewspace\n"
2579 " // LightVector = pixel to light in viewspace\n"
2580 " // CubeVector = position in lightspace\n"
2581 " // eyevector = pixel to view in viewspace\n"
2582 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2583 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2584 "#ifdef USEDIFFUSE\n"
2585 " // calculate diffuse shading\n"
2586 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2587 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2589 "#ifdef USESPECULAR\n"
2590 " // calculate directional shading\n"
2591 " float3 eyevector = position * -1.0;\n"
2592 "# ifdef USEEXACTSPECULARMATH\n"
2593 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2595 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2596 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2600 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2601 " fade *= ShadowMapCompare(CubeVector,\n"
2602 "# if defined(USESHADOWMAP2D)\n"
2603 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2605 "# if defined(USESHADOWMAPRECT)\n"
2606 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2608 "# if defined(USESHADOWMAPCUBE)\n"
2609 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2612 "#ifdef USESHADOWMAPVSDCT\n"
2613 ", Texture_CubeProjection\n"
2618 "#ifdef USEDIFFUSE\n"
2619 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2621 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2623 "#ifdef USESPECULAR\n"
2624 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2626 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2629 "# ifdef USECUBEFILTER\n"
2630 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2631 " gl_FragData0.rgb *= cubecolor;\n"
2632 " gl_FragData1.rgb *= cubecolor;\n"
2635 "#endif // FRAGMENT_SHADER\n"
2636 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2641 "#ifdef VERTEX_SHADER\n"
2644 "float4 gl_Vertex : POSITION,\n"
2645 "uniform float4x4 ModelViewProjectionMatrix,\n"
2646 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2647 "float4 gl_Color : COLOR0,\n"
2649 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2650 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2651 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2652 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2653 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2655 "uniform float3 EyePosition,\n"
2656 "uniform float4x4 TexMatrix,\n"
2657 "#ifdef USEVERTEXTEXTUREBLEND\n"
2658 "uniform float4x4 BackgroundTexMatrix,\n"
2660 "#ifdef MODE_LIGHTSOURCE\n"
2661 "uniform float4x4 ModelToLight,\n"
2663 "#ifdef MODE_LIGHTSOURCE\n"
2664 "uniform float3 LightPosition,\n"
2666 "#ifdef MODE_LIGHTDIRECTION\n"
2667 "uniform float3 LightDir,\n"
2669 "uniform float4 FogPlane,\n"
2670 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2671 "uniform float3 LightPosition,\n"
2674 "out float4 gl_FrontColor : COLOR,\n"
2675 "out float4 TexCoordBoth : TEXCOORD0,\n"
2676 "#ifdef USELIGHTMAP\n"
2677 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2679 "#ifdef USEEYEVECTOR\n"
2680 "out float3 EyeVector : TEXCOORD2,\n"
2682 "#ifdef USEREFLECTION\n"
2683 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2686 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2688 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2689 "out float3 LightVector : TEXCOORD5,\n"
2691 "#ifdef MODE_LIGHTSOURCE\n"
2692 "out float3 CubeVector : TEXCOORD3,\n"
2694 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2695 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2696 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2697 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2699 "out float4 gl_Position : POSITION\n"
2702 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2703 " gl_FrontColor = gl_Color;\n"
2705 " // copy the surface texcoord\n"
2706 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2707 "#ifdef USEVERTEXTEXTUREBLEND\n"
2708 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2710 "#ifdef USELIGHTMAP\n"
2711 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2714 "#ifdef MODE_LIGHTSOURCE\n"
2715 " // transform vertex position into light attenuation/cubemap space\n"
2716 " // (-1 to +1 across the light box)\n"
2717 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2719 "# ifdef USEDIFFUSE\n"
2720 " // transform unnormalized light direction into tangent space\n"
2721 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2722 " // normalize it per pixel)\n"
2723 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2724 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2725 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2726 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2730 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2731 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2732 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2733 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2736 " // transform unnormalized eye direction into tangent space\n"
2737 "#ifdef USEEYEVECTOR\n"
2738 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2739 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2740 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2741 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2745 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2746 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2749 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2750 " VectorS = gl_MultiTexCoord1.xyz;\n"
2751 " VectorT = gl_MultiTexCoord2.xyz;\n"
2752 " VectorR = gl_MultiTexCoord3.xyz;\n"
2755 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2756 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2758 "#ifdef USEREFLECTION\n"
2759 " ModelViewProjectionPosition = gl_Position;\n"
2762 "#endif // VERTEX_SHADER\n"
2767 "#ifdef FRAGMENT_SHADER\n"
2770 "#ifdef USEDEFERREDLIGHTMAP\n"
2771 "float2 Pixel : WPOS,\n"
2773 "float4 gl_FrontColor : COLOR,\n"
2774 "float4 TexCoordBoth : TEXCOORD0,\n"
2775 "#ifdef USELIGHTMAP\n"
2776 "float2 TexCoordLightmap : TEXCOORD1,\n"
2778 "#ifdef USEEYEVECTOR\n"
2779 "float3 EyeVector : TEXCOORD2,\n"
2781 "#ifdef USEREFLECTION\n"
2782 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2785 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2787 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2788 "float3 LightVector : TEXCOORD5,\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "float3 CubeVector : TEXCOORD3,\n"
2793 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2794 "float4 ModelViewPosition : TEXCOORD0,\n"
2796 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2797 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2798 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2799 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2802 "uniform sampler2D Texture_Normal,\n"
2803 "uniform sampler2D Texture_Color,\n"
2804 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2805 "uniform sampler2D Texture_Gloss,\n"
2808 "uniform sampler2D Texture_Glow,\n"
2810 "#ifdef USEVERTEXTEXTUREBLEND\n"
2811 "uniform sampler2D Texture_SecondaryNormal,\n"
2812 "uniform sampler2D Texture_SecondaryColor,\n"
2813 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2814 "uniform sampler2D Texture_SecondaryGloss,\n"
2817 "uniform sampler2D Texture_SecondaryGlow,\n"
2820 "#ifdef USECOLORMAPPING\n"
2821 "uniform sampler2D Texture_Pants,\n"
2822 "uniform sampler2D Texture_Shirt,\n"
2825 "uniform sampler2D Texture_FogMask,\n"
2827 "#ifdef USELIGHTMAP\n"
2828 "uniform sampler2D Texture_Lightmap,\n"
2830 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2831 "uniform sampler2D Texture_Deluxemap,\n"
2833 "#ifdef USEREFLECTION\n"
2834 "uniform sampler2D Texture_Reflection,\n"
2837 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2838 "uniform sampler2D Texture_ScreenDepth,\n"
2839 "uniform sampler2D Texture_ScreenNormalMap,\n"
2841 "#ifdef USEDEFERREDLIGHTMAP\n"
2842 "uniform sampler2D Texture_ScreenDiffuse,\n"
2843 "uniform sampler2D Texture_ScreenSpecular,\n"
2846 "#ifdef USECOLORMAPPING\n"
2847 "uniform half3 Color_Pants,\n"
2848 "uniform half3 Color_Shirt,\n"
2851 "uniform float3 FogColor,\n"
2852 "uniform float FogRangeRecip,\n"
2853 "uniform float FogPlaneViewDist,\n"
2854 "uniform float FogHeightFade,\n"
2857 "#ifdef USEOFFSETMAPPING\n"
2858 "uniform float OffsetMapping_Scale,\n"
2861 "#ifdef USEDEFERREDLIGHTMAP\n"
2862 "uniform half2 PixelToScreenTexCoord,\n"
2863 "uniform half3 DeferredMod_Diffuse,\n"
2864 "uniform half3 DeferredMod_Specular,\n"
2866 "uniform half3 Color_Ambient,\n"
2867 "uniform half3 Color_Diffuse,\n"
2868 "uniform half3 Color_Specular,\n"
2869 "uniform half SpecularPower,\n"
2871 "uniform half3 Color_Glow,\n"
2873 "uniform half Alpha,\n"
2874 "#ifdef USEREFLECTION\n"
2875 "uniform float4 DistortScaleRefractReflect,\n"
2876 "uniform float4 ScreenScaleRefractReflect,\n"
2877 "uniform float4 ScreenCenterRefractReflect,\n"
2878 "uniform half4 ReflectColor,\n"
2880 "#ifdef USEREFLECTCUBE\n"
2881 "uniform float4x4 ModelToReflectCube,\n"
2882 "uniform sampler2D Texture_ReflectMask,\n"
2883 "uniform samplerCUBE Texture_ReflectCube,\n"
2885 "#ifdef MODE_LIGHTDIRECTION\n"
2886 "uniform half3 LightColor,\n"
2888 "#ifdef MODE_LIGHTSOURCE\n"
2889 "uniform half3 LightColor,\n"
2892 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2893 "uniform sampler2D Texture_Attenuation,\n"
2894 "uniform samplerCUBE Texture_Cube,\n"
2896 "#ifdef USESHADOWMAPRECT\n"
2897 "# ifdef USESHADOWSAMPLER\n"
2898 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2900 "uniform samplerRECT Texture_ShadowMapRect,\n"
2904 "#ifdef USESHADOWMAP2D\n"
2905 "# ifdef USESHADOWSAMPLER\n"
2906 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2908 "uniform sampler2D Texture_ShadowMap2D,\n"
2912 "#ifdef USESHADOWMAPVSDCT\n"
2913 "uniform samplerCUBE Texture_CubeProjection,\n"
2916 "#ifdef USESHADOWMAPCUBE\n"
2917 "# ifdef USESHADOWSAMPLER\n"
2918 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2920 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2924 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2925 "uniform float2 ShadowMap_TextureScale,\n"
2926 "uniform float4 ShadowMap_Parameters,\n"
2928 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2930 "out float4 gl_FragColor : COLOR\n"
2933 " float2 TexCoord = TexCoordBoth.xy;\n"
2934 "#ifdef USEVERTEXTEXTUREBLEND\n"
2935 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2937 "#ifdef USEOFFSETMAPPING\n"
2938 " // apply offsetmapping\n"
2939 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2940 "#define TexCoord TexCoordOffset\n"
2943 " // combine the diffuse textures (base, pants, shirt)\n"
2944 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2945 "#ifdef USEALPHAKILL\n"
2946 " if (color.a < 0.5)\n"
2949 " color.a *= Alpha;\n"
2950 "#ifdef USECOLORMAPPING\n"
2951 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2955 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2956 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2957 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2959 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2962 " // get the surface normal\n"
2963 "#ifdef USEVERTEXTEXTUREBLEND\n"
2964 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2966 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2969 " // get the material colors\n"
2970 " half3 diffusetex = color.rgb;\n"
2971 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2972 "# ifdef USEVERTEXTEXTUREBLEND\n"
2973 " half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2975 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2979 "#ifdef USEREFLECTCUBE\n"
2980 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2981 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2982 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2983 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2989 "#ifdef MODE_LIGHTSOURCE\n"
2990 " // light source\n"
2991 "#ifdef USEDIFFUSE\n"
2992 " half3 lightnormal = half3(normalize(LightVector));\n"
2993 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2994 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2995 "#ifdef USESPECULAR\n"
2996 "#ifdef USEEXACTSPECULARMATH\n"
2997 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2999 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3000 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3002 " color.rgb += glosstex * (specular * Color_Specular);\n"
3005 " color.rgb = diffusetex * Color_Ambient;\n"
3007 " color.rgb *= LightColor;\n"
3008 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3009 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3010 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3011 "# if defined(USESHADOWMAP2D)\n"
3012 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3014 "# if defined(USESHADOWMAPRECT)\n"
3015 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3017 "# if defined(USESHADOWMAPCUBE)\n"
3018 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3021 "#ifdef USESHADOWMAPVSDCT\n"
3022 ", Texture_CubeProjection\n"
3027 "# ifdef USECUBEFILTER\n"
3028 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3030 "#endif // MODE_LIGHTSOURCE\n"
3035 "#ifdef MODE_LIGHTDIRECTION\n"
3037 "#ifdef USEDIFFUSE\n"
3038 " half3 lightnormal = half3(normalize(LightVector));\n"
3040 "#define lightcolor LightColor\n"
3041 "#endif // MODE_LIGHTDIRECTION\n"
3042 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3044 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3045 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3046 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3047 " // convert modelspace light vector to tangentspace\n"
3048 " half3 lightnormal;\n"
3049 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3050 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3051 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3052 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3053 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3054 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3055 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3056 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3057 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3058 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3059 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3060 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3061 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3062 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3063 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3065 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3066 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3067 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3073 "#ifdef MODE_LIGHTMAP\n"
3074 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3075 "#endif // MODE_LIGHTMAP\n"
3076 "#ifdef MODE_VERTEXCOLOR\n"
3077 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3078 "#endif // MODE_VERTEXCOLOR\n"
3079 "#ifdef MODE_FLATCOLOR\n"
3080 " color.rgb = diffusetex * Color_Ambient;\n"
3081 "#endif // MODE_FLATCOLOR\n"
3087 "# ifdef USEDIFFUSE\n"
3088 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 "# ifdef USESPECULAR\n"
3090 "# ifdef USEEXACTSPECULARMATH\n"
3091 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3093 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3094 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3096 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3098 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3101 " color.rgb = diffusetex * Color_Ambient;\n"
3105 "#ifdef USEDEFERREDLIGHTMAP\n"
3106 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3107 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3108 " color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3112 "#ifdef USEVERTEXTEXTUREBLEND\n"
3113 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3115 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3120 "#ifdef MODE_LIGHTSOURCE\n"
3121 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3123 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3127 " // 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"
3128 "#ifdef USEREFLECTION\n"
3129 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3130 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3131 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3132 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3133 " // FIXME temporary hack to detect the case that the reflection\n"
3134 " // gets blackened at edges due to leaving the area that contains actual\n"
3136 " // Remove this 'ack once we have a better way to stop this thing from\n"
3138 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3139 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3140 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3142 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3143 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3146 " gl_FragColor = float4(color);\n"
3148 "#endif // FRAGMENT_SHADER\n"
3150 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3151 "#endif // !MODE_DEFERREDGEOMETRY\n"
3152 "#endif // !MODE_WATER\n"
3153 "#endif // !MODE_REFRACTION\n"
3154 "#endif // !MODE_BLOOMBLUR\n"
3155 "#endif // !MODE_GENERIC\n"
3156 "#endif // !MODE_POSTPROCESS\n"
3157 "#endif // !MODE_SHOWDEPTH\n"
3158 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3161 char *glslshaderstring = NULL;
3162 char *cgshaderstring = NULL;
3164 //=======================================================================================================================================================
3166 typedef struct shaderpermutationinfo_s
3168 const char *pretext;
3171 shaderpermutationinfo_t;
3173 typedef struct shadermodeinfo_s
3175 const char *vertexfilename;
3176 const char *geometryfilename;
3177 const char *fragmentfilename;
3178 const char *pretext;
3183 typedef enum shaderpermutation_e
3185 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3186 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3187 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3188 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3189 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3190 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3191 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3192 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3193 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3194 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3195 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3196 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3197 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3198 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3199 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3200 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3201 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3202 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3203 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3204 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3205 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3206 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3207 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3208 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3209 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3210 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3211 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3212 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3213 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3215 shaderpermutation_t;
3217 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3218 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3220 {"#define USEDIFFUSE\n", " diffuse"},
3221 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3222 {"#define USEVIEWTINT\n", " viewtint"},
3223 {"#define USECOLORMAPPING\n", " colormapping"},
3224 {"#define USESATURATION\n", " saturation"},
3225 {"#define USEFOGINSIDE\n", " foginside"},
3226 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3227 {"#define USEGAMMARAMPS\n", " gammaramps"},
3228 {"#define USECUBEFILTER\n", " cubefilter"},
3229 {"#define USEGLOW\n", " glow"},
3230 {"#define USEBLOOM\n", " bloom"},
3231 {"#define USESPECULAR\n", " specular"},
3232 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3233 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3234 {"#define USEREFLECTION\n", " reflection"},
3235 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3236 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3237 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3238 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3239 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3240 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3241 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3242 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3243 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3244 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3245 {"#define USEALPHAKILL\n", " alphakill"},
3246 {"#define USEREFLECTCUBE\n", " reflectcube"},
3249 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3250 typedef enum shadermode_e
3252 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3253 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3254 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3255 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3256 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3257 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3258 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3259 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3260 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3261 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3262 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3263 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3264 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3265 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3266 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3271 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3272 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3274 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3275 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3276 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3277 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3278 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3279 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3280 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3281 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3282 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3283 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3285 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3292 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3294 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3295 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3296 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3297 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3298 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3299 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3300 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3301 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3302 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3303 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3305 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3312 struct r_glsl_permutation_s;
3313 typedef struct r_glsl_permutation_s
3315 /// hash lookup data
3316 struct r_glsl_permutation_s *hashnext;
3318 unsigned int permutation;
3320 /// indicates if we have tried compiling this permutation already
3322 /// 0 if compilation failed
3324 /// locations of detected uniforms in program object, or -1 if not found
3325 int loc_Texture_First;
3326 int loc_Texture_Second;
3327 int loc_Texture_GammaRamps;
3328 int loc_Texture_Normal;
3329 int loc_Texture_Color;
3330 int loc_Texture_Gloss;
3331 int loc_Texture_Glow;
3332 int loc_Texture_SecondaryNormal;
3333 int loc_Texture_SecondaryColor;
3334 int loc_Texture_SecondaryGloss;
3335 int loc_Texture_SecondaryGlow;
3336 int loc_Texture_Pants;
3337 int loc_Texture_Shirt;
3338 int loc_Texture_FogMask;
3339 int loc_Texture_Lightmap;
3340 int loc_Texture_Deluxemap;
3341 int loc_Texture_Attenuation;
3342 int loc_Texture_Cube;
3343 int loc_Texture_Refraction;
3344 int loc_Texture_Reflection;
3345 int loc_Texture_ShadowMapRect;
3346 int loc_Texture_ShadowMapCube;
3347 int loc_Texture_ShadowMap2D;
3348 int loc_Texture_CubeProjection;
3349 int loc_Texture_ScreenDepth;
3350 int loc_Texture_ScreenNormalMap;
3351 int loc_Texture_ScreenDiffuse;
3352 int loc_Texture_ScreenSpecular;
3353 int loc_Texture_ReflectMask;
3354 int loc_Texture_ReflectCube;
3356 int loc_BloomBlur_Parameters;
3358 int loc_Color_Ambient;
3359 int loc_Color_Diffuse;
3360 int loc_Color_Specular;
3362 int loc_Color_Pants;
3363 int loc_Color_Shirt;
3364 int loc_DeferredColor_Ambient;
3365 int loc_DeferredColor_Diffuse;
3366 int loc_DeferredColor_Specular;
3367 int loc_DeferredMod_Diffuse;
3368 int loc_DeferredMod_Specular;
3369 int loc_DistortScaleRefractReflect;
3370 int loc_EyePosition;
3372 int loc_FogHeightFade;
3374 int loc_FogPlaneViewDist;
3375 int loc_FogRangeRecip;
3378 int loc_LightPosition;
3379 int loc_OffsetMapping_Scale;
3381 int loc_ReflectColor;
3382 int loc_ReflectFactor;
3383 int loc_ReflectOffset;
3384 int loc_RefractColor;
3386 int loc_ScreenCenterRefractReflect;
3387 int loc_ScreenScaleRefractReflect;
3388 int loc_ScreenToDepth;
3389 int loc_ShadowMap_Parameters;
3390 int loc_ShadowMap_TextureScale;
3391 int loc_SpecularPower;
3396 int loc_ViewTintColor;
3397 int loc_ViewToLight;
3398 int loc_ModelToLight;
3400 int loc_BackgroundTexMatrix;
3401 int loc_ModelViewProjectionMatrix;
3402 int loc_ModelViewMatrix;
3403 int loc_PixelToScreenTexCoord;
3404 int loc_ModelToReflectCube;
3406 r_glsl_permutation_t;
3408 #define SHADERPERMUTATION_HASHSIZE 256
3410 /// information about each possible shader permutation
3411 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3412 /// currently selected permutation
3413 r_glsl_permutation_t *r_glsl_permutation;
3414 /// storage for permutations linked in the hash table
3415 memexpandablearray_t r_glsl_permutationarray;
3417 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3419 //unsigned int hashdepth = 0;
3420 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3421 r_glsl_permutation_t *p;
3422 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3424 if (p->mode == mode && p->permutation == permutation)
3426 //if (hashdepth > 10)
3427 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3432 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3434 p->permutation = permutation;
3435 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3436 r_glsl_permutationhash[mode][hashindex] = p;
3437 //if (hashdepth > 10)
3438 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3442 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3445 if (!filename || !filename[0])
3447 if (!strcmp(filename, "glsl/default.glsl"))
3449 if (!glslshaderstring)
3451 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3452 if (glslshaderstring)
3453 Con_DPrintf("Loading shaders from file %s...\n", filename);
3455 glslshaderstring = (char *)builtinshaderstring;
3457 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3458 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3459 return shaderstring;
3461 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3464 if (printfromdisknotice)
3465 Con_DPrintf("from disk %s... ", filename);
3466 return shaderstring;
3468 return shaderstring;
3471 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3474 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3475 int vertstrings_count = 0;
3476 int geomstrings_count = 0;
3477 int fragstrings_count = 0;
3478 char *vertexstring, *geometrystring, *fragmentstring;
3479 const char *vertstrings_list[32+3];
3480 const char *geomstrings_list[32+3];
3481 const char *fragstrings_list[32+3];
3482 char permutationname[256];
3489 permutationname[0] = 0;
3490 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3491 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3492 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3494 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3496 // the first pretext is which type of shader to compile as
3497 // (later these will all be bound together as a program object)
3498 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3499 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3500 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3502 // the second pretext is the mode (for example a light source)
3503 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3504 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3505 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3506 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3508 // now add all the permutation pretexts
3509 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3511 if (permutation & (1<<i))
3513 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3514 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3515 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3516 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3520 // keep line numbers correct
3521 vertstrings_list[vertstrings_count++] = "\n";
3522 geomstrings_list[geomstrings_count++] = "\n";
3523 fragstrings_list[fragstrings_count++] = "\n";
3527 // now append the shader text itself
3528 vertstrings_list[vertstrings_count++] = vertexstring;
3529 geomstrings_list[geomstrings_count++] = geometrystring;
3530 fragstrings_list[fragstrings_count++] = fragmentstring;
3532 // if any sources were NULL, clear the respective list
3534 vertstrings_count = 0;
3535 if (!geometrystring)
3536 geomstrings_count = 0;
3537 if (!fragmentstring)
3538 fragstrings_count = 0;
3540 // compile the shader program
3541 if (vertstrings_count + geomstrings_count + fragstrings_count)
3542 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3546 qglUseProgramObjectARB(p->program);CHECKGLERROR
3547 // look up all the uniform variable names we care about, so we don't
3548 // have to look them up every time we set them
3550 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3551 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3552 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3553 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3554 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3555 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3556 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3557 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3558 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3559 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3560 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3561 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3562 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3563 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3564 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3565 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3566 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3567 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3568 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3569 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3570 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3571 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3572 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3573 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3574 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3575 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3576 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3577 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3578 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3579 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3580 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3581 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3582 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3583 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3584 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3585 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3586 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3587 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3588 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3589 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3590 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3591 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3592 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3593 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3594 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3595 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3596 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3597 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3598 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3599 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3600 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3601 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3602 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3603 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3604 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3605 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3606 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3607 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3608 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3609 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3610 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3611 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3612 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3613 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3614 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3615 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3616 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3617 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3618 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3619 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3620 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3621 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3622 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3623 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3624 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3625 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3626 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3627 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3628 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3629 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3630 // initialize the samplers to refer to the texture units we use
3631 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3632 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3633 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3634 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3635 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3636 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3637 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3638 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3639 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3640 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3641 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3642 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3643 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3644 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3645 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3646 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3647 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3648 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3649 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3650 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3651 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3652 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3653 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3654 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3655 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3656 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3657 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3658 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3659 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3660 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3662 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3665 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3669 Mem_Free(vertexstring);
3671 Mem_Free(geometrystring);
3673 Mem_Free(fragmentstring);
3676 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3678 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3679 if (r_glsl_permutation != perm)
3681 r_glsl_permutation = perm;
3682 if (!r_glsl_permutation->program)
3684 if (!r_glsl_permutation->compiled)
3685 R_GLSL_CompilePermutation(perm, mode, permutation);
3686 if (!r_glsl_permutation->program)
3688 // remove features until we find a valid permutation
3690 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3692 // reduce i more quickly whenever it would not remove any bits
3693 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3694 if (!(permutation & j))
3697 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3698 if (!r_glsl_permutation->compiled)
3699 R_GLSL_CompilePermutation(perm, mode, permutation);
3700 if (r_glsl_permutation->program)
3703 if (i >= SHADERPERMUTATION_COUNT)
3705 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3706 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3707 qglUseProgramObjectARB(0);CHECKGLERROR
3708 return; // no bit left to clear, entire mode is broken
3713 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3715 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3716 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3720 #include <Cg/cgGL.h>
3721 struct r_cg_permutation_s;
3722 typedef struct r_cg_permutation_s
3724 /// hash lookup data
3725 struct r_cg_permutation_s *hashnext;
3727 unsigned int permutation;
3729 /// indicates if we have tried compiling this permutation already
3731 /// 0 if compilation failed
3734 /// locations of detected parameters in programs, or NULL if not found
3735 CGparameter vp_EyePosition;
3736 CGparameter vp_FogPlane;
3737 CGparameter vp_LightDir;
3738 CGparameter vp_LightPosition;
3739 CGparameter vp_ModelToLight;
3740 CGparameter vp_TexMatrix;
3741 CGparameter vp_BackgroundTexMatrix;
3742 CGparameter vp_ModelViewProjectionMatrix;
3743 CGparameter vp_ModelViewMatrix;
3745 CGparameter fp_Texture_First;
3746 CGparameter fp_Texture_Second;
3747 CGparameter fp_Texture_GammaRamps;
3748 CGparameter fp_Texture_Normal;
3749 CGparameter fp_Texture_Color;
3750 CGparameter fp_Texture_Gloss;
3751 CGparameter fp_Texture_Glow;
3752 CGparameter fp_Texture_SecondaryNormal;
3753 CGparameter fp_Texture_SecondaryColor;
3754 CGparameter fp_Texture_SecondaryGloss;
3755 CGparameter fp_Texture_SecondaryGlow;
3756 CGparameter fp_Texture_Pants;
3757 CGparameter fp_Texture_Shirt;
3758 CGparameter fp_Texture_FogMask;
3759 CGparameter fp_Texture_Lightmap;
3760 CGparameter fp_Texture_Deluxemap;
3761 CGparameter fp_Texture_Attenuation;
3762 CGparameter fp_Texture_Cube;
3763 CGparameter fp_Texture_Refraction;
3764 CGparameter fp_Texture_Reflection;
3765 CGparameter fp_Texture_ShadowMapRect;
3766 CGparameter fp_Texture_ShadowMapCube;
3767 CGparameter fp_Texture_ShadowMap2D;
3768 CGparameter fp_Texture_CubeProjection;
3769 CGparameter fp_Texture_ScreenDepth;
3770 CGparameter fp_Texture_ScreenNormalMap;
3771 CGparameter fp_Texture_ScreenDiffuse;
3772 CGparameter fp_Texture_ScreenSpecular;
3773 CGparameter fp_Texture_ReflectMask;
3774 CGparameter fp_Texture_ReflectCube;
3775 CGparameter fp_Alpha;
3776 CGparameter fp_BloomBlur_Parameters;
3777 CGparameter fp_ClientTime;
3778 CGparameter fp_Color_Ambient;
3779 CGparameter fp_Color_Diffuse;
3780 CGparameter fp_Color_Specular;
3781 CGparameter fp_Color_Glow;
3782 CGparameter fp_Color_Pants;
3783 CGparameter fp_Color_Shirt;
3784 CGparameter fp_DeferredColor_Ambient;
3785 CGparameter fp_DeferredColor_Diffuse;
3786 CGparameter fp_DeferredColor_Specular;
3787 CGparameter fp_DeferredMod_Diffuse;
3788 CGparameter fp_DeferredMod_Specular;
3789 CGparameter fp_DistortScaleRefractReflect;
3790 CGparameter fp_EyePosition;
3791 CGparameter fp_FogColor;
3792 CGparameter fp_FogHeightFade;
3793 CGparameter fp_FogPlane;
3794 CGparameter fp_FogPlaneViewDist;
3795 CGparameter fp_FogRangeRecip;
3796 CGparameter fp_LightColor;
3797 CGparameter fp_LightDir;
3798 CGparameter fp_LightPosition;
3799 CGparameter fp_OffsetMapping_Scale;
3800 CGparameter fp_PixelSize;
3801 CGparameter fp_ReflectColor;
3802 CGparameter fp_ReflectFactor;
3803 CGparameter fp_ReflectOffset;
3804 CGparameter fp_RefractColor;
3805 CGparameter fp_Saturation;
3806 CGparameter fp_ScreenCenterRefractReflect;
3807 CGparameter fp_ScreenScaleRefractReflect;
3808 CGparameter fp_ScreenToDepth;
3809 CGparameter fp_ShadowMap_Parameters;
3810 CGparameter fp_ShadowMap_TextureScale;
3811 CGparameter fp_SpecularPower;
3812 CGparameter fp_UserVec1;
3813 CGparameter fp_UserVec2;
3814 CGparameter fp_UserVec3;
3815 CGparameter fp_UserVec4;
3816 CGparameter fp_ViewTintColor;
3817 CGparameter fp_ViewToLight;
3818 CGparameter fp_PixelToScreenTexCoord;
3819 CGparameter fp_ModelToReflectCube;
3823 /// information about each possible shader permutation
3824 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3825 /// currently selected permutation
3826 r_cg_permutation_t *r_cg_permutation;
3827 /// storage for permutations linked in the hash table
3828 memexpandablearray_t r_cg_permutationarray;
3830 #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));}}
3832 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3834 //unsigned int hashdepth = 0;
3835 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3836 r_cg_permutation_t *p;
3837 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3839 if (p->mode == mode && p->permutation == permutation)
3841 //if (hashdepth > 10)
3842 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3847 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3849 p->permutation = permutation;
3850 p->hashnext = r_cg_permutationhash[mode][hashindex];
3851 r_cg_permutationhash[mode][hashindex] = p;
3852 //if (hashdepth > 10)
3853 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3857 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3860 if (!filename || !filename[0])
3862 if (!strcmp(filename, "cg/default.cg"))
3864 if (!cgshaderstring)
3866 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3868 Con_DPrintf("Loading shaders from file %s...\n", filename);
3870 cgshaderstring = (char *)builtincgshaderstring;
3872 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3873 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3874 return shaderstring;
3876 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879 if (printfromdisknotice)
3880 Con_DPrintf("from disk %s... ", filename);
3881 return shaderstring;
3883 return shaderstring;
3886 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3888 // TODO: load or create .fp and .vp shader files
3891 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3894 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3895 int vertstrings_count = 0, vertstring_length = 0;
3896 int geomstrings_count = 0, geomstring_length = 0;
3897 int fragstrings_count = 0, fragstring_length = 0;
3899 char *vertexstring, *geometrystring, *fragmentstring;
3900 char *vertstring, *geomstring, *fragstring;
3901 const char *vertstrings_list[32+3];
3902 const char *geomstrings_list[32+3];
3903 const char *fragstrings_list[32+3];
3904 char permutationname[256];
3905 char cachename[256];
3906 CGprofile vertexProfile;
3907 CGprofile fragmentProfile;
3915 permutationname[0] = 0;
3917 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3918 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3919 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3921 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3922 strlcat(cachename, "cg/", sizeof(cachename));
3924 // the first pretext is which type of shader to compile as
3925 // (later these will all be bound together as a program object)
3926 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3927 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3928 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3930 // the second pretext is the mode (for example a light source)
3931 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3932 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3933 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3934 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3935 strlcat(cachename, modeinfo->name, sizeof(cachename));
3937 // now add all the permutation pretexts
3938 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3940 if (permutation & (1<<i))
3942 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3943 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3944 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3945 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3946 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3950 // keep line numbers correct
3951 vertstrings_list[vertstrings_count++] = "\n";
3952 geomstrings_list[geomstrings_count++] = "\n";
3953 fragstrings_list[fragstrings_count++] = "\n";
3957 // replace spaces in the cachename with _ characters
3958 for (i = 0;cachename[i];i++)
3959 if (cachename[i] == ' ')
3962 // now append the shader text itself
3963 vertstrings_list[vertstrings_count++] = vertexstring;
3964 geomstrings_list[geomstrings_count++] = geometrystring;
3965 fragstrings_list[fragstrings_count++] = fragmentstring;
3967 // if any sources were NULL, clear the respective list
3969 vertstrings_count = 0;
3970 if (!geometrystring)
3971 geomstrings_count = 0;
3972 if (!fragmentstring)
3973 fragstrings_count = 0;
3975 vertstring_length = 0;
3976 for (i = 0;i < vertstrings_count;i++)
3977 vertstring_length += strlen(vertstrings_list[i]);
3978 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3979 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3980 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3982 geomstring_length = 0;
3983 for (i = 0;i < geomstrings_count;i++)
3984 geomstring_length += strlen(geomstrings_list[i]);
3985 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3986 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3987 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3989 fragstring_length = 0;
3990 for (i = 0;i < fragstrings_count;i++)
3991 fragstring_length += strlen(fragstrings_list[i]);
3992 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3993 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3994 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3998 //vertexProfile = CG_PROFILE_ARBVP1;
3999 //fragmentProfile = CG_PROFILE_ARBFP1;
4000 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4001 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4002 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4003 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4004 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4007 // try to load the cached shader, or generate one
4008 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4010 // if caching failed, do a dynamic compile for now
4012 if (vertstring[0] && !p->vprogram)
4013 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4015 if (fragstring[0] && !p->fprogram)
4016 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4019 // look up all the uniform variable names we care about, so we don't
4020 // have to look them up every time we set them
4024 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4025 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4026 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4027 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4028 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4029 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4030 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4031 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4032 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4033 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4034 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4040 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4041 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4042 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4043 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4044 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4045 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4046 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4047 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4048 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4049 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4050 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4051 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4052 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4053 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4054 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4055 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4056 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4057 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4058 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4059 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4060 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4061 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4062 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4063 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4064 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4065 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4066 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4067 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4068 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4069 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4070 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4071 p->fp_Texture_ReflectCube = qgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4072 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4073 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4074 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4075 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4076 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4077 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4078 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4079 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4080 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4081 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4082 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4083 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4084 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4085 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4086 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4087 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4088 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4089 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4090 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4091 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4092 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4093 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4094 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4095 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4096 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4097 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4098 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4099 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4100 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4101 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4102 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4103 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4104 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4105 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4106 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4107 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4108 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4109 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4110 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4111 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4112 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4113 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4114 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4115 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4116 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4120 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4121 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4123 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4127 Mem_Free(vertstring);
4129 Mem_Free(geomstring);
4131 Mem_Free(fragstring);
4133 Mem_Free(vertexstring);
4135 Mem_Free(geometrystring);
4137 Mem_Free(fragmentstring);
4140 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4142 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4145 if (r_cg_permutation != perm)
4147 r_cg_permutation = perm;
4148 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4150 if (!r_cg_permutation->compiled)
4151 R_CG_CompilePermutation(perm, mode, permutation);
4152 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4154 // remove features until we find a valid permutation
4156 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4158 // reduce i more quickly whenever it would not remove any bits
4159 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4160 if (!(permutation & j))
4163 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4164 if (!r_cg_permutation->compiled)
4165 R_CG_CompilePermutation(perm, mode, permutation);
4166 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4169 if (i >= SHADERPERMUTATION_COUNT)
4171 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4172 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4173 return; // no bit left to clear, entire mode is broken
4179 if (r_cg_permutation->vprogram)
4181 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4182 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4183 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4187 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4188 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190 if (r_cg_permutation->fprogram)
4192 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4193 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4194 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4198 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4199 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4203 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4204 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4207 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4209 cgGLSetTextureParameter(param, R_GetTexture(tex));
4210 cgGLEnableTextureParameter(param);
4214 void R_GLSL_Restart_f(void)
4216 unsigned int i, limit;
4217 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4218 Mem_Free(glslshaderstring);
4219 glslshaderstring = NULL;
4220 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4221 Mem_Free(cgshaderstring);
4222 cgshaderstring = NULL;
4223 switch(vid.renderpath)
4225 case RENDERPATH_GL20:
4227 r_glsl_permutation_t *p;
4228 r_glsl_permutation = NULL;
4229 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4230 for (i = 0;i < limit;i++)
4232 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4234 GL_Backend_FreeProgram(p->program);
4235 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4238 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4241 case RENDERPATH_CGGL:
4244 r_cg_permutation_t *p;
4245 r_cg_permutation = NULL;
4246 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4247 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4248 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4249 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4250 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4251 for (i = 0;i < limit;i++)
4253 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4256 cgDestroyProgram(p->vprogram);
4258 cgDestroyProgram(p->fprogram);
4259 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4262 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4266 case RENDERPATH_GL13:
4267 case RENDERPATH_GL11:
4272 void R_GLSL_DumpShader_f(void)
4277 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4280 FS_Print(file, "/* The engine may define the following macros:\n");
4281 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4282 for (i = 0;i < SHADERMODE_COUNT;i++)
4283 FS_Print(file, glslshadermodeinfo[i].pretext);
4284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4285 FS_Print(file, shaderpermutationinfo[i].pretext);
4286 FS_Print(file, "*/\n");
4287 FS_Print(file, builtinshaderstring);
4289 Con_Printf("glsl/default.glsl written\n");
4292 Con_Printf("failed to write to glsl/default.glsl\n");
4295 file = FS_OpenRealFile("cg/default.cg", "w", false);
4298 FS_Print(file, "/* The engine may define the following macros:\n");
4299 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4300 for (i = 0;i < SHADERMODE_COUNT;i++)
4301 FS_Print(file, cgshadermodeinfo[i].pretext);
4302 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4303 FS_Print(file, shaderpermutationinfo[i].pretext);
4304 FS_Print(file, "*/\n");
4305 FS_Print(file, builtincgshaderstring);
4307 Con_Printf("cg/default.cg written\n");
4310 Con_Printf("failed to write to cg/default.cg\n");
4314 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4317 texturemode = GL_MODULATE;
4318 switch (vid.renderpath)
4320 case RENDERPATH_GL20:
4321 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))));
4322 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4323 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4325 case RENDERPATH_CGGL:
4328 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))));
4329 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4330 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4333 case RENDERPATH_GL13:
4334 R_Mesh_TexBind(0, first );
4335 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4336 R_Mesh_TexBind(1, second);
4338 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4340 case RENDERPATH_GL11:
4341 R_Mesh_TexBind(0, first );
4346 void R_SetupShader_DepthOrShadow(void)
4348 switch (vid.renderpath)
4350 case RENDERPATH_GL20:
4351 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4353 case RENDERPATH_CGGL:
4355 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4358 case RENDERPATH_GL13:
4359 R_Mesh_TexBind(0, 0);
4360 R_Mesh_TexBind(1, 0);
4362 case RENDERPATH_GL11:
4363 R_Mesh_TexBind(0, 0);
4368 void R_SetupShader_ShowDepth(void)
4370 switch (vid.renderpath)
4372 case RENDERPATH_GL20:
4373 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4375 case RENDERPATH_CGGL:
4377 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4380 case RENDERPATH_GL13:
4382 case RENDERPATH_GL11:
4387 extern qboolean r_shadow_usingdeferredprepass;
4388 extern cvar_t r_shadow_deferred_8bitrange;
4389 extern rtexture_t *r_shadow_attenuationgradienttexture;
4390 extern rtexture_t *r_shadow_attenuation2dtexture;
4391 extern rtexture_t *r_shadow_attenuation3dtexture;
4392 extern qboolean r_shadow_usingshadowmaprect;
4393 extern qboolean r_shadow_usingshadowmapcube;
4394 extern qboolean r_shadow_usingshadowmap2d;
4395 extern float r_shadow_shadowmap_texturescale[2];
4396 extern float r_shadow_shadowmap_parameters[4];
4397 extern qboolean r_shadow_shadowmapvsdct;
4398 extern qboolean r_shadow_shadowmapsampler;
4399 extern int r_shadow_shadowmappcf;
4400 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4401 extern rtexture_t *r_shadow_shadowmap2dtexture;
4402 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4403 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4404 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4405 extern int r_shadow_prepass_width;
4406 extern int r_shadow_prepass_height;
4407 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4408 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4409 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4410 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4411 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4413 // select a permutation of the lighting shader appropriate to this
4414 // combination of texture, entity, light source, and fogging, only use the
4415 // minimum features necessary to avoid wasting rendering time in the
4416 // fragment shader on features that are not being used
4417 unsigned int permutation = 0;
4418 unsigned int mode = 0;
4420 if (rsurfacepass == RSURFPASS_BACKGROUND)
4422 // distorted background
4423 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4424 mode = SHADERMODE_WATER;
4426 mode = SHADERMODE_REFRACTION;
4427 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4428 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4429 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4430 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4431 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4432 R_Mesh_ColorPointer(NULL, 0, 0);
4433 GL_AlphaTest(false);
4434 GL_BlendFunc(GL_ONE, GL_ZERO);
4436 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4438 if (r_glsl_offsetmapping.integer)
4440 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4441 if (r_glsl_offsetmapping_reliefmapping.integer)
4442 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4444 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4445 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4447 permutation |= SHADERPERMUTATION_ALPHAKILL;
4448 // normalmap (deferred prepass), may use alpha test on diffuse
4449 mode = SHADERMODE_DEFERREDGEOMETRY;
4450 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4451 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4452 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4453 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4454 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4455 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4456 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4457 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4458 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4460 R_Mesh_ColorPointer(NULL, 0, 0);
4461 GL_AlphaTest(false);
4462 GL_BlendFunc(GL_ONE, GL_ZERO);
4464 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4466 if (r_glsl_offsetmapping.integer)
4468 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4469 if (r_glsl_offsetmapping_reliefmapping.integer)
4470 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4472 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4473 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4475 mode = SHADERMODE_LIGHTSOURCE;
4476 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4477 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4478 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4479 permutation |= SHADERPERMUTATION_CUBEFILTER;
4480 if (diffusescale > 0)
4481 permutation |= SHADERPERMUTATION_DIFFUSE;
4482 if (specularscale > 0)
4484 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4485 if (r_shadow_glossexact.integer)
4486 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4488 if (r_refdef.fogenabled)
4489 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4490 if (rsurface.texture->colormapping)
4491 permutation |= SHADERPERMUTATION_COLORMAPPING;
4492 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4494 if (r_shadow_usingshadowmaprect)
4495 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4496 if (r_shadow_usingshadowmap2d)
4497 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4498 if (r_shadow_usingshadowmapcube)
4499 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4500 else if(r_shadow_shadowmapvsdct)
4501 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4503 if (r_shadow_shadowmapsampler)
4504 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4505 if (r_shadow_shadowmappcf > 1)
4506 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4507 else if (r_shadow_shadowmappcf)
4508 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4510 if (rsurface.texture->reflectmasktexture)
4511 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4512 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4513 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4515 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4516 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4517 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4521 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4522 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4523 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4525 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4526 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4527 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4529 R_Mesh_ColorPointer(NULL, 0, 0);
4530 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4531 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4533 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4535 if (r_glsl_offsetmapping.integer)
4537 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4538 if (r_glsl_offsetmapping_reliefmapping.integer)
4539 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4541 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4542 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4543 // unshaded geometry (fullbright or ambient model lighting)
4544 mode = SHADERMODE_FLATCOLOR;
4545 ambientscale = diffusescale = specularscale = 0;
4546 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4547 permutation |= SHADERPERMUTATION_GLOW;
4548 if (r_refdef.fogenabled)
4549 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4550 if (rsurface.texture->colormapping)
4551 permutation |= SHADERPERMUTATION_COLORMAPPING;
4552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4553 permutation |= SHADERPERMUTATION_REFLECTION;
4554 if (rsurface.texture->reflectmasktexture)
4555 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4556 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4557 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4559 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4560 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4561 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4565 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4566 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4567 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4569 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4570 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4571 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4573 R_Mesh_ColorPointer(NULL, 0, 0);
4574 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4575 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4577 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4579 if (r_glsl_offsetmapping.integer)
4581 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4582 if (r_glsl_offsetmapping_reliefmapping.integer)
4583 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4585 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4586 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4587 // directional model lighting
4588 mode = SHADERMODE_LIGHTDIRECTION;
4589 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4590 permutation |= SHADERPERMUTATION_GLOW;
4591 permutation |= SHADERPERMUTATION_DIFFUSE;
4592 if (specularscale > 0)
4594 permutation |= SHADERPERMUTATION_SPECULAR;
4595 if (r_shadow_glossexact.integer)
4596 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4598 if (r_refdef.fogenabled)
4599 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4600 if (rsurface.texture->colormapping)
4601 permutation |= SHADERPERMUTATION_COLORMAPPING;
4602 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4603 permutation |= SHADERPERMUTATION_REFLECTION;
4604 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4605 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4606 if (rsurface.texture->reflectmasktexture)
4607 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4608 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4609 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4611 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4612 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4613 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4617 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4618 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4619 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4621 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4622 R_Mesh_ColorPointer(NULL, 0, 0);
4623 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4624 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4628 if (r_glsl_offsetmapping.integer)
4630 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4631 if (r_glsl_offsetmapping_reliefmapping.integer)
4632 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4634 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4635 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4636 // ambient model lighting
4637 mode = SHADERMODE_LIGHTDIRECTION;
4638 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4639 permutation |= SHADERPERMUTATION_GLOW;
4640 if (r_refdef.fogenabled)
4641 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4642 if (rsurface.texture->colormapping)
4643 permutation |= SHADERPERMUTATION_COLORMAPPING;
4644 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4645 permutation |= SHADERPERMUTATION_REFLECTION;
4646 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4647 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4648 if (rsurface.texture->reflectmasktexture)
4649 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4650 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4651 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4653 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4654 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4655 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4659 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4660 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4661 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4663 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4664 R_Mesh_ColorPointer(NULL, 0, 0);
4665 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4666 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4670 if (r_glsl_offsetmapping.integer)
4672 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4673 if (r_glsl_offsetmapping_reliefmapping.integer)
4674 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4676 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4677 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4679 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4680 permutation |= SHADERPERMUTATION_GLOW;
4681 if (r_refdef.fogenabled)
4682 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4683 if (rsurface.texture->colormapping)
4684 permutation |= SHADERPERMUTATION_COLORMAPPING;
4685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4686 permutation |= SHADERPERMUTATION_REFLECTION;
4687 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4688 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4689 if (rsurface.texture->reflectmasktexture)
4690 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4691 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4693 // deluxemapping (light direction texture)
4694 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4695 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4697 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4698 permutation |= SHADERPERMUTATION_DIFFUSE;
4699 if (specularscale > 0)
4701 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4702 if (r_shadow_glossexact.integer)
4703 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4705 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4706 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4707 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4709 R_Mesh_ColorPointer(NULL, 0, 0);
4711 else if (r_glsl_deluxemapping.integer >= 2)
4713 // fake deluxemapping (uniform light direction in tangentspace)
4714 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4715 permutation |= SHADERPERMUTATION_DIFFUSE;
4716 if (specularscale > 0)
4718 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4719 if (r_shadow_glossexact.integer)
4720 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4722 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4723 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4724 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4726 R_Mesh_ColorPointer(NULL, 0, 0);
4728 else if (rsurface.uselightmaptexture)
4730 // ordinary lightmapping (q1bsp, q3bsp)
4731 mode = SHADERMODE_LIGHTMAP;
4732 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4733 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4734 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4736 R_Mesh_ColorPointer(NULL, 0, 0);
4740 // ordinary vertex coloring (q3bsp)
4741 mode = SHADERMODE_VERTEXCOLOR;
4742 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4743 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4745 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4746 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4748 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4749 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4750 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4754 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4755 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4756 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4758 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4759 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4761 switch(vid.renderpath)
4763 case RENDERPATH_GL20:
4764 R_SetupShader_SetPermutationGLSL(mode, permutation);
4765 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4766 if (mode == SHADERMODE_LIGHTSOURCE)
4768 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4769 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4770 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4771 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);
4772 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);
4773 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);
4775 // additive passes are only darkened by fog, not tinted
4776 if (r_glsl_permutation->loc_FogColor >= 0)
4777 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4778 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]);
4779 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]);
4780 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4784 if (mode == SHADERMODE_FLATCOLOR)
4786 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4788 else if (mode == SHADERMODE_LIGHTDIRECTION)
4790 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]);
4791 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]);
4792 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);
4793 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);
4794 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);
4795 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]);
4796 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]);
4800 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]);
4801 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]);
4802 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);
4803 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);
4804 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);
4806 // additive passes are only darkened by fog, not tinted
4807 if (r_glsl_permutation->loc_FogColor >= 0)
4809 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4810 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4812 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4814 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);
4815 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]);
4816 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]);
4817 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4818 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4819 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4820 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4821 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4823 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4824 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4825 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4826 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4827 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4828 if (r_glsl_permutation->loc_Color_Pants >= 0)
4830 if (rsurface.texture->pantstexture)
4831 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4833 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4835 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4837 if (rsurface.texture->shirttexture)
4838 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4840 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4842 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]);
4843 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4844 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4845 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4846 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4847 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]);
4848 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4850 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4851 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4852 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4853 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4854 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4855 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4856 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4857 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4858 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4859 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4860 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4861 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4862 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4863 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4864 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4865 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4866 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4867 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4868 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4869 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4870 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4871 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4872 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4873 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4874 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4875 if (rsurface.rtlight)
4877 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4878 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4879 if (r_shadow_usingshadowmapcube)
4880 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4881 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4882 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4886 case RENDERPATH_CGGL:
4888 R_SetupShader_SetPermutationCG(mode, permutation);
4889 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4890 if (mode == SHADERMODE_LIGHTSOURCE)
4892 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4893 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4897 if (mode == SHADERMODE_LIGHTDIRECTION)
4899 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
4902 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4903 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4904 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4905 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
4908 if (mode == SHADERMODE_LIGHTSOURCE)
4910 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4911 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4912 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
4913 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
4914 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
4916 // additive passes are only darkened by fog, not tinted
4917 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4918 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
4919 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
4920 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4924 if (mode == SHADERMODE_FLATCOLOR)
4926 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4928 else if (mode == SHADERMODE_LIGHTDIRECTION)
4930 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
4931 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
4932 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
4933 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
4934 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
4935 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
4936 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
4940 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
4941 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
4942 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
4943 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
4944 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
4946 // additive passes are only darkened by fog, not tinted
4947 if (r_cg_permutation->fp_FogColor)
4949 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4950 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4952 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4955 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
4956 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
4957 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
4958 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4959 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4960 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4961 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4962 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4964 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4965 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4966 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4967 if (r_cg_permutation->fp_Color_Pants)
4969 if (rsurface.texture->pantstexture)
4970 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4972 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4975 if (r_cg_permutation->fp_Color_Shirt)
4977 if (rsurface.texture->shirttexture)
4978 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4980 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4983 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
4984 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4985 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4986 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4987 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4988 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
4989 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4991 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4992 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4993 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4994 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4995 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4996 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5001 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5005 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
5006 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5007 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5008 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5009 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5010 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5011 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5012 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5013 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5014 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5015 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5016 if (rsurface.rtlight)
5018 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5019 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5020 if (r_shadow_usingshadowmapcube)
5021 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5022 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5023 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5029 case RENDERPATH_GL13:
5030 case RENDERPATH_GL11:
5035 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5037 // select a permutation of the lighting shader appropriate to this
5038 // combination of texture, entity, light source, and fogging, only use the
5039 // minimum features necessary to avoid wasting rendering time in the
5040 // fragment shader on features that are not being used
5041 unsigned int permutation = 0;
5042 unsigned int mode = 0;
5043 const float *lightcolorbase = rtlight->currentcolor;
5044 float ambientscale = rtlight->ambientscale;
5045 float diffusescale = rtlight->diffusescale;
5046 float specularscale = rtlight->specularscale;
5047 // this is the location of the light in view space
5048 vec3_t viewlightorigin;
5049 // this transforms from view space (camera) to light space (cubemap)
5050 matrix4x4_t viewtolight;
5051 matrix4x4_t lighttoview;
5052 float viewtolight16f[16];
5053 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5055 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5056 if (rtlight->currentcubemap != r_texture_whitecube)
5057 permutation |= SHADERPERMUTATION_CUBEFILTER;
5058 if (diffusescale > 0)
5059 permutation |= SHADERPERMUTATION_DIFFUSE;
5060 if (specularscale > 0)
5062 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5063 if (r_shadow_glossexact.integer)
5064 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5066 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5068 if (r_shadow_usingshadowmaprect)
5069 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5070 if (r_shadow_usingshadowmap2d)
5071 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5072 if (r_shadow_usingshadowmapcube)
5073 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5074 else if(r_shadow_shadowmapvsdct)
5075 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5077 if (r_shadow_shadowmapsampler)
5078 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5079 if (r_shadow_shadowmappcf > 1)
5080 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5081 else if (r_shadow_shadowmappcf)
5082 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5084 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5085 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5086 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5087 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5088 switch(vid.renderpath)
5090 case RENDERPATH_GL20:
5091 R_SetupShader_SetPermutationGLSL(mode, permutation);
5092 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5093 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5094 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);
5095 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);
5096 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);
5097 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]);
5098 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]);
5099 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));
5100 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]);
5101 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5103 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5104 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5105 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5106 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5107 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5108 if (r_shadow_usingshadowmapcube)
5109 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5110 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5111 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5113 case RENDERPATH_CGGL:
5115 R_SetupShader_SetPermutationCG(mode, permutation);
5116 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5117 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5118 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
5119 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
5120 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
5121 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
5122 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
5123 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
5124 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
5125 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5127 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5128 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5129 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5130 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5131 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5132 if (r_shadow_usingshadowmapcube)
5133 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5134 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5135 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5138 case RENDERPATH_GL13:
5139 case RENDERPATH_GL11:
5144 #define SKINFRAME_HASH 1024
5148 int loadsequence; // incremented each level change
5149 memexpandablearray_t array;
5150 skinframe_t *hash[SKINFRAME_HASH];
5153 r_skinframe_t r_skinframe;
5155 void R_SkinFrame_PrepareForPurge(void)
5157 r_skinframe.loadsequence++;
5158 // wrap it without hitting zero
5159 if (r_skinframe.loadsequence >= 200)
5160 r_skinframe.loadsequence = 1;
5163 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5167 // mark the skinframe as used for the purging code
5168 skinframe->loadsequence = r_skinframe.loadsequence;
5171 void R_SkinFrame_Purge(void)
5175 for (i = 0;i < SKINFRAME_HASH;i++)
5177 for (s = r_skinframe.hash[i];s;s = s->next)
5179 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5181 if (s->merged == s->base)
5183 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5184 R_PurgeTexture(s->stain );s->stain = NULL;
5185 R_PurgeTexture(s->merged);s->merged = NULL;
5186 R_PurgeTexture(s->base );s->base = NULL;
5187 R_PurgeTexture(s->pants );s->pants = NULL;
5188 R_PurgeTexture(s->shirt );s->shirt = NULL;
5189 R_PurgeTexture(s->nmap );s->nmap = NULL;
5190 R_PurgeTexture(s->gloss );s->gloss = NULL;
5191 R_PurgeTexture(s->glow );s->glow = NULL;
5192 R_PurgeTexture(s->fog );s->fog = NULL;
5193 R_PurgeTexture(s->reflect);s->reflect = NULL;
5194 s->loadsequence = 0;
5200 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5202 char basename[MAX_QPATH];
5204 Image_StripImageExtension(name, basename, sizeof(basename));
5206 if( last == NULL ) {
5208 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5209 item = r_skinframe.hash[hashindex];
5214 // linearly search through the hash bucket
5215 for( ; item ; item = item->next ) {
5216 if( !strcmp( item->basename, basename ) ) {
5223 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5227 char basename[MAX_QPATH];
5229 Image_StripImageExtension(name, basename, sizeof(basename));
5231 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5232 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5233 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5237 rtexture_t *dyntexture;
5238 // check whether its a dynamic texture
5239 dyntexture = CL_GetDynTexture( basename );
5240 if (!add && !dyntexture)
5242 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5243 memset(item, 0, sizeof(*item));
5244 strlcpy(item->basename, basename, sizeof(item->basename));
5245 item->base = dyntexture; // either NULL or dyntexture handle
5246 item->textureflags = textureflags;
5247 item->comparewidth = comparewidth;
5248 item->compareheight = compareheight;
5249 item->comparecrc = comparecrc;
5250 item->next = r_skinframe.hash[hashindex];
5251 r_skinframe.hash[hashindex] = item;
5253 else if( item->base == NULL )
5255 rtexture_t *dyntexture;
5256 // check whether its a dynamic texture
5257 // 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]
5258 dyntexture = CL_GetDynTexture( basename );
5259 item->base = dyntexture; // either NULL or dyntexture handle
5262 R_SkinFrame_MarkUsed(item);
5266 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5268 unsigned long long avgcolor[5], wsum; \
5276 for(pix = 0; pix < cnt; ++pix) \
5279 for(comp = 0; comp < 3; ++comp) \
5281 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5284 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5286 for(comp = 0; comp < 3; ++comp) \
5287 avgcolor[comp] += getpixel * w; \
5290 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5291 avgcolor[4] += getpixel; \
5293 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5295 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5296 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5297 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5298 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5301 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5304 unsigned char *pixels;
5305 unsigned char *bumppixels;
5306 unsigned char *basepixels = NULL;
5307 int basepixels_width = 0;
5308 int basepixels_height = 0;
5309 skinframe_t *skinframe;
5310 rtexture_t *ddsbase = NULL;
5311 qboolean ddshasalpha = false;
5312 float ddsavgcolor[4];
5313 char basename[MAX_QPATH];
5315 if (cls.state == ca_dedicated)
5318 // return an existing skinframe if already loaded
5319 // if loading of the first image fails, don't make a new skinframe as it
5320 // would cause all future lookups of this to be missing
5321 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5322 if (skinframe && skinframe->base)
5325 Image_StripImageExtension(name, basename, sizeof(basename));
5327 // check for DDS texture file first
5328 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5330 basepixels = loadimagepixelsbgra(name, complain, true);
5331 if (basepixels == NULL)
5335 if (developer_loading.integer)
5336 Con_Printf("loading skin \"%s\"\n", name);
5338 // we've got some pixels to store, so really allocate this new texture now
5340 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5341 skinframe->stain = NULL;
5342 skinframe->merged = NULL;
5343 skinframe->base = NULL;
5344 skinframe->pants = NULL;
5345 skinframe->shirt = NULL;
5346 skinframe->nmap = NULL;
5347 skinframe->gloss = NULL;
5348 skinframe->glow = NULL;
5349 skinframe->fog = NULL;
5350 skinframe->reflect = NULL;
5351 skinframe->hasalpha = false;
5355 skinframe->base = ddsbase;
5356 skinframe->hasalpha = ddshasalpha;
5357 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5358 if (r_loadfog && skinframe->hasalpha)
5359 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5360 //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]);
5364 basepixels_width = image_width;
5365 basepixels_height = image_height;
5366 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5367 if (textureflags & TEXF_ALPHA)
5369 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5371 if (basepixels[j] < 255)
5373 skinframe->hasalpha = true;
5377 if (r_loadfog && skinframe->hasalpha)
5379 // has transparent pixels
5380 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5381 for (j = 0;j < image_width * image_height * 4;j += 4)
5386 pixels[j+3] = basepixels[j+3];
5388 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5392 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5393 //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]);
5394 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5395 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5397 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5402 if (r_loadnormalmap)
5403 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5404 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5406 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5407 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5408 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5409 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5412 // _norm is the name used by tenebrae and has been adopted as standard
5413 if (r_loadnormalmap && skinframe->nmap == NULL)
5415 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5417 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5421 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5423 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5424 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5425 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5427 Mem_Free(bumppixels);
5429 else if (r_shadow_bumpscale_basetexture.value > 0)
5431 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5432 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5433 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5436 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5437 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5440 // _luma is supported only for tenebrae compatibility
5441 // _glow is the preferred name
5442 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5444 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5445 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5446 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5447 Mem_Free(pixels);pixels = NULL;
5450 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5452 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5454 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5459 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5461 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5462 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5463 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5468 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5470 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5471 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5472 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5477 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5479 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5480 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5481 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5487 Mem_Free(basepixels);
5492 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5493 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5496 unsigned char *temp1, *temp2;
5497 skinframe_t *skinframe;
5499 if (cls.state == ca_dedicated)
5502 // if already loaded just return it, otherwise make a new skinframe
5503 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5504 if (skinframe && skinframe->base)
5507 skinframe->stain = NULL;
5508 skinframe->merged = NULL;
5509 skinframe->base = NULL;
5510 skinframe->pants = NULL;
5511 skinframe->shirt = NULL;
5512 skinframe->nmap = NULL;
5513 skinframe->gloss = NULL;
5514 skinframe->glow = NULL;
5515 skinframe->fog = NULL;
5516 skinframe->reflect = NULL;
5517 skinframe->hasalpha = false;
5519 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5523 if (developer_loading.integer)
5524 Con_Printf("loading 32bit skin \"%s\"\n", name);
5526 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5528 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5529 temp2 = temp1 + width * height * 4;
5530 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5531 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5534 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5535 if (textureflags & TEXF_ALPHA)
5537 for (i = 3;i < width * height * 4;i += 4)
5539 if (skindata[i] < 255)
5541 skinframe->hasalpha = true;
5545 if (r_loadfog && skinframe->hasalpha)
5547 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5548 memcpy(fogpixels, skindata, width * height * 4);
5549 for (i = 0;i < width * height * 4;i += 4)
5550 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5551 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5552 Mem_Free(fogpixels);
5556 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5557 //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]);
5562 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5566 skinframe_t *skinframe;
5568 if (cls.state == ca_dedicated)
5571 // if already loaded just return it, otherwise make a new skinframe
5572 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5573 if (skinframe && skinframe->base)
5576 skinframe->stain = NULL;
5577 skinframe->merged = NULL;
5578 skinframe->base = NULL;
5579 skinframe->pants = NULL;
5580 skinframe->shirt = NULL;
5581 skinframe->nmap = NULL;
5582 skinframe->gloss = NULL;
5583 skinframe->glow = NULL;
5584 skinframe->fog = NULL;
5585 skinframe->reflect = NULL;
5586 skinframe->hasalpha = false;
5588 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5592 if (developer_loading.integer)
5593 Con_Printf("loading quake skin \"%s\"\n", name);
5595 // 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)
5596 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5597 memcpy(skinframe->qpixels, skindata, width*height);
5598 skinframe->qwidth = width;
5599 skinframe->qheight = height;
5602 for (i = 0;i < width * height;i++)
5603 featuresmask |= palette_featureflags[skindata[i]];
5605 skinframe->hasalpha = false;
5606 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5607 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5608 skinframe->qgeneratemerged = true;
5609 skinframe->qgeneratebase = skinframe->qhascolormapping;
5610 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5612 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5613 //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]);
5618 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5622 unsigned char *skindata;
5624 if (!skinframe->qpixels)
5627 if (!skinframe->qhascolormapping)
5628 colormapped = false;
5632 if (!skinframe->qgeneratebase)
5637 if (!skinframe->qgeneratemerged)
5641 width = skinframe->qwidth;
5642 height = skinframe->qheight;
5643 skindata = skinframe->qpixels;
5645 if (skinframe->qgeneratenmap)
5647 unsigned char *temp1, *temp2;
5648 skinframe->qgeneratenmap = false;
5649 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5650 temp2 = temp1 + width * height * 4;
5651 // use either a custom palette or the quake palette
5652 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5653 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5654 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5658 if (skinframe->qgenerateglow)
5660 skinframe->qgenerateglow = false;
5661 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5666 skinframe->qgeneratebase = false;
5667 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5668 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5669 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5673 skinframe->qgeneratemerged = false;
5674 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5677 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5679 Mem_Free(skinframe->qpixels);
5680 skinframe->qpixels = NULL;
5684 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)
5687 skinframe_t *skinframe;
5689 if (cls.state == ca_dedicated)
5692 // if already loaded just return it, otherwise make a new skinframe
5693 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5694 if (skinframe && skinframe->base)
5697 skinframe->stain = NULL;
5698 skinframe->merged = NULL;
5699 skinframe->base = NULL;
5700 skinframe->pants = NULL;
5701 skinframe->shirt = NULL;
5702 skinframe->nmap = NULL;
5703 skinframe->gloss = NULL;
5704 skinframe->glow = NULL;
5705 skinframe->fog = NULL;
5706 skinframe->reflect = NULL;
5707 skinframe->hasalpha = false;
5709 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5713 if (developer_loading.integer)
5714 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5716 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5717 if (textureflags & TEXF_ALPHA)
5719 for (i = 0;i < width * height;i++)
5721 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5723 skinframe->hasalpha = true;
5727 if (r_loadfog && skinframe->hasalpha)
5728 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5731 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5732 //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]);
5737 skinframe_t *R_SkinFrame_LoadMissing(void)
5739 skinframe_t *skinframe;
5741 if (cls.state == ca_dedicated)
5744 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5745 skinframe->stain = NULL;
5746 skinframe->merged = NULL;
5747 skinframe->base = NULL;
5748 skinframe->pants = NULL;
5749 skinframe->shirt = NULL;
5750 skinframe->nmap = NULL;
5751 skinframe->gloss = NULL;
5752 skinframe->glow = NULL;
5753 skinframe->fog = NULL;
5754 skinframe->reflect = NULL;
5755 skinframe->hasalpha = false;
5757 skinframe->avgcolor[0] = rand() / RAND_MAX;
5758 skinframe->avgcolor[1] = rand() / RAND_MAX;
5759 skinframe->avgcolor[2] = rand() / RAND_MAX;
5760 skinframe->avgcolor[3] = 1;
5765 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5766 typedef struct suffixinfo_s
5769 qboolean flipx, flipy, flipdiagonal;
5772 static suffixinfo_t suffix[3][6] =
5775 {"px", false, false, false},
5776 {"nx", false, false, false},
5777 {"py", false, false, false},
5778 {"ny", false, false, false},
5779 {"pz", false, false, false},
5780 {"nz", false, false, false}
5783 {"posx", false, false, false},
5784 {"negx", false, false, false},
5785 {"posy", false, false, false},
5786 {"negy", false, false, false},
5787 {"posz", false, false, false},
5788 {"negz", false, false, false}
5791 {"rt", true, false, true},
5792 {"lf", false, true, true},
5793 {"ft", true, true, false},
5794 {"bk", false, false, false},
5795 {"up", true, false, true},
5796 {"dn", true, false, true}
5800 static int componentorder[4] = {0, 1, 2, 3};
5802 rtexture_t *R_LoadCubemap(const char *basename)
5804 int i, j, cubemapsize;
5805 unsigned char *cubemappixels, *image_buffer;
5806 rtexture_t *cubemaptexture;
5808 // must start 0 so the first loadimagepixels has no requested width/height
5810 cubemappixels = NULL;
5811 cubemaptexture = NULL;
5812 // keep trying different suffix groups (posx, px, rt) until one loads
5813 for (j = 0;j < 3 && !cubemappixels;j++)
5815 // load the 6 images in the suffix group
5816 for (i = 0;i < 6;i++)
5818 // generate an image name based on the base and and suffix
5819 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5821 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5823 // an image loaded, make sure width and height are equal
5824 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5826 // if this is the first image to load successfully, allocate the cubemap memory
5827 if (!cubemappixels && image_width >= 1)
5829 cubemapsize = image_width;
5830 // note this clears to black, so unavailable sides are black
5831 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5833 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5835 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);
5838 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5840 Mem_Free(image_buffer);
5844 // if a cubemap loaded, upload it
5847 if (developer_loading.integer)
5848 Con_Printf("loading cubemap \"%s\"\n", basename);
5850 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5851 Mem_Free(cubemappixels);
5855 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5856 if (developer_loading.integer)
5858 Con_Printf("(tried tried images ");
5859 for (j = 0;j < 3;j++)
5860 for (i = 0;i < 6;i++)
5861 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5862 Con_Print(" and was unable to find any of them).\n");
5865 return cubemaptexture;
5868 rtexture_t *R_GetCubemap(const char *basename)
5871 for (i = 0;i < r_texture_numcubemaps;i++)
5872 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5873 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5874 if (i >= MAX_CUBEMAPS)
5875 return r_texture_whitecube;
5876 r_texture_numcubemaps++;
5877 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5878 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5879 return r_texture_cubemaps[i].texture;
5882 void R_FreeCubemaps(void)
5885 for (i = 0;i < r_texture_numcubemaps;i++)
5887 if (developer_loading.integer)
5888 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5889 if (r_texture_cubemaps[i].texture)
5890 R_FreeTexture(r_texture_cubemaps[i].texture);
5892 r_texture_numcubemaps = 0;
5895 void R_Main_FreeViewCache(void)
5897 if (r_refdef.viewcache.entityvisible)
5898 Mem_Free(r_refdef.viewcache.entityvisible);
5899 if (r_refdef.viewcache.world_pvsbits)
5900 Mem_Free(r_refdef.viewcache.world_pvsbits);
5901 if (r_refdef.viewcache.world_leafvisible)
5902 Mem_Free(r_refdef.viewcache.world_leafvisible);
5903 if (r_refdef.viewcache.world_surfacevisible)
5904 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5905 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5908 void R_Main_ResizeViewCache(void)
5910 int numentities = r_refdef.scene.numentities;
5911 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5912 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5913 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5914 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5915 if (r_refdef.viewcache.maxentities < numentities)
5917 r_refdef.viewcache.maxentities = numentities;
5918 if (r_refdef.viewcache.entityvisible)
5919 Mem_Free(r_refdef.viewcache.entityvisible);
5920 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5922 if (r_refdef.viewcache.world_numclusters != numclusters)
5924 r_refdef.viewcache.world_numclusters = numclusters;
5925 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5926 if (r_refdef.viewcache.world_pvsbits)
5927 Mem_Free(r_refdef.viewcache.world_pvsbits);
5928 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5930 if (r_refdef.viewcache.world_numleafs != numleafs)
5932 r_refdef.viewcache.world_numleafs = numleafs;
5933 if (r_refdef.viewcache.world_leafvisible)
5934 Mem_Free(r_refdef.viewcache.world_leafvisible);
5935 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5937 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5939 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5940 if (r_refdef.viewcache.world_surfacevisible)
5941 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5942 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5946 extern rtexture_t *loadingscreentexture;
5947 void gl_main_start(void)
5949 loadingscreentexture = NULL;
5950 r_texture_blanknormalmap = NULL;
5951 r_texture_white = NULL;
5952 r_texture_grey128 = NULL;
5953 r_texture_black = NULL;
5954 r_texture_whitecube = NULL;
5955 r_texture_normalizationcube = NULL;
5956 r_texture_fogattenuation = NULL;
5957 r_texture_gammaramps = NULL;
5958 r_texture_numcubemaps = 0;
5960 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5961 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5963 switch(vid.renderpath)
5965 case RENDERPATH_GL20:
5966 case RENDERPATH_CGGL:
5967 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5968 Cvar_SetValueQuick(&gl_combine, 1);
5969 Cvar_SetValueQuick(&r_glsl, 1);
5970 r_loadnormalmap = true;
5974 case RENDERPATH_GL13:
5975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5976 Cvar_SetValueQuick(&gl_combine, 1);
5977 Cvar_SetValueQuick(&r_glsl, 0);
5978 r_loadnormalmap = false;
5979 r_loadgloss = false;
5982 case RENDERPATH_GL11:
5983 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5984 Cvar_SetValueQuick(&gl_combine, 0);
5985 Cvar_SetValueQuick(&r_glsl, 0);
5986 r_loadnormalmap = false;
5987 r_loadgloss = false;
5993 R_FrameData_Reset();
5997 memset(r_queries, 0, sizeof(r_queries));
5999 r_qwskincache = NULL;
6000 r_qwskincache_size = 0;
6002 // set up r_skinframe loading system for textures
6003 memset(&r_skinframe, 0, sizeof(r_skinframe));
6004 r_skinframe.loadsequence = 1;
6005 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6007 r_main_texturepool = R_AllocTexturePool();
6008 R_BuildBlankTextures();
6010 if (vid.support.arb_texture_cube_map)
6013 R_BuildNormalizationCube();
6015 r_texture_fogattenuation = NULL;
6016 r_texture_gammaramps = NULL;
6017 //r_texture_fogintensity = NULL;
6018 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6019 memset(&r_waterstate, 0, sizeof(r_waterstate));
6020 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6021 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6022 glslshaderstring = NULL;
6024 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6025 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6026 cgshaderstring = NULL;
6028 memset(&r_svbsp, 0, sizeof (r_svbsp));
6030 r_refdef.fogmasktable_density = 0;
6033 void gl_main_shutdown(void)
6036 R_FrameData_Reset();
6038 R_Main_FreeViewCache();
6041 qglDeleteQueriesARB(r_maxqueries, r_queries);
6045 memset(r_queries, 0, sizeof(r_queries));
6047 r_qwskincache = NULL;
6048 r_qwskincache_size = 0;
6050 // clear out the r_skinframe state
6051 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6052 memset(&r_skinframe, 0, sizeof(r_skinframe));
6055 Mem_Free(r_svbsp.nodes);
6056 memset(&r_svbsp, 0, sizeof (r_svbsp));
6057 R_FreeTexturePool(&r_main_texturepool);
6058 loadingscreentexture = NULL;
6059 r_texture_blanknormalmap = NULL;
6060 r_texture_white = NULL;
6061 r_texture_grey128 = NULL;
6062 r_texture_black = NULL;
6063 r_texture_whitecube = NULL;
6064 r_texture_normalizationcube = NULL;
6065 r_texture_fogattenuation = NULL;
6066 r_texture_gammaramps = NULL;
6067 r_texture_numcubemaps = 0;
6068 //r_texture_fogintensity = NULL;
6069 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6070 memset(&r_waterstate, 0, sizeof(r_waterstate));
6074 extern void CL_ParseEntityLump(char *entitystring);
6075 void gl_main_newmap(void)
6077 // FIXME: move this code to client
6079 char *entities, entname[MAX_QPATH];
6081 Mem_Free(r_qwskincache);
6082 r_qwskincache = NULL;
6083 r_qwskincache_size = 0;
6086 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6087 l = (int)strlen(entname) - 4;
6088 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6090 memcpy(entname + l, ".ent", 5);
6091 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6093 CL_ParseEntityLump(entities);
6098 if (cl.worldmodel->brush.entities)
6099 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6101 R_Main_FreeViewCache();
6103 R_FrameData_Reset();
6106 void GL_Main_Init(void)
6108 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6110 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6111 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6112 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6113 if (gamemode == GAME_NEHAHRA)
6115 Cvar_RegisterVariable (&gl_fogenable);
6116 Cvar_RegisterVariable (&gl_fogdensity);
6117 Cvar_RegisterVariable (&gl_fogred);
6118 Cvar_RegisterVariable (&gl_foggreen);
6119 Cvar_RegisterVariable (&gl_fogblue);
6120 Cvar_RegisterVariable (&gl_fogstart);
6121 Cvar_RegisterVariable (&gl_fogend);
6122 Cvar_RegisterVariable (&gl_skyclip);
6124 Cvar_RegisterVariable(&r_motionblur);
6125 Cvar_RegisterVariable(&r_motionblur_maxblur);
6126 Cvar_RegisterVariable(&r_motionblur_bmin);
6127 Cvar_RegisterVariable(&r_motionblur_vmin);
6128 Cvar_RegisterVariable(&r_motionblur_vmax);
6129 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6130 Cvar_RegisterVariable(&r_motionblur_randomize);
6131 Cvar_RegisterVariable(&r_damageblur);
6132 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6133 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6134 Cvar_RegisterVariable(&r_equalize_entities_by);
6135 Cvar_RegisterVariable(&r_equalize_entities_to);
6136 Cvar_RegisterVariable(&r_depthfirst);
6137 Cvar_RegisterVariable(&r_useinfinitefarclip);
6138 Cvar_RegisterVariable(&r_farclip_base);
6139 Cvar_RegisterVariable(&r_farclip_world);
6140 Cvar_RegisterVariable(&r_nearclip);
6141 Cvar_RegisterVariable(&r_showbboxes);
6142 Cvar_RegisterVariable(&r_showsurfaces);
6143 Cvar_RegisterVariable(&r_showtris);
6144 Cvar_RegisterVariable(&r_shownormals);
6145 Cvar_RegisterVariable(&r_showlighting);
6146 Cvar_RegisterVariable(&r_showshadowvolumes);
6147 Cvar_RegisterVariable(&r_showcollisionbrushes);
6148 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6149 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6150 Cvar_RegisterVariable(&r_showdisabledepthtest);
6151 Cvar_RegisterVariable(&r_drawportals);
6152 Cvar_RegisterVariable(&r_drawentities);
6153 Cvar_RegisterVariable(&r_cullentities_trace);
6154 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6155 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6156 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6157 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6158 Cvar_RegisterVariable(&r_drawviewmodel);
6159 Cvar_RegisterVariable(&r_speeds);
6160 Cvar_RegisterVariable(&r_fullbrights);
6161 Cvar_RegisterVariable(&r_wateralpha);
6162 Cvar_RegisterVariable(&r_dynamic);
6163 Cvar_RegisterVariable(&r_fullbright);
6164 Cvar_RegisterVariable(&r_shadows);
6165 Cvar_RegisterVariable(&r_shadows_darken);
6166 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6167 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6168 Cvar_RegisterVariable(&r_shadows_throwdistance);
6169 Cvar_RegisterVariable(&r_shadows_throwdirection);
6170 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6171 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6172 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6173 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6174 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6175 Cvar_RegisterVariable(&r_fog_exp2);
6176 Cvar_RegisterVariable(&r_drawfog);
6177 Cvar_RegisterVariable(&r_transparentdepthmasking);
6178 Cvar_RegisterVariable(&r_texture_dds_load);
6179 Cvar_RegisterVariable(&r_texture_dds_save);
6180 Cvar_RegisterVariable(&r_textureunits);
6181 Cvar_RegisterVariable(&gl_combine);
6182 Cvar_RegisterVariable(&r_glsl);
6183 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6184 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6185 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6186 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6187 Cvar_RegisterVariable(&r_glsl_postprocess);
6188 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6189 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6190 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6191 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6192 Cvar_RegisterVariable(&r_water);
6193 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6194 Cvar_RegisterVariable(&r_water_clippingplanebias);
6195 Cvar_RegisterVariable(&r_water_refractdistort);
6196 Cvar_RegisterVariable(&r_water_reflectdistort);
6197 Cvar_RegisterVariable(&r_lerpsprites);
6198 Cvar_RegisterVariable(&r_lerpmodels);
6199 Cvar_RegisterVariable(&r_lerplightstyles);
6200 Cvar_RegisterVariable(&r_waterscroll);
6201 Cvar_RegisterVariable(&r_bloom);
6202 Cvar_RegisterVariable(&r_bloom_colorscale);
6203 Cvar_RegisterVariable(&r_bloom_brighten);
6204 Cvar_RegisterVariable(&r_bloom_blur);
6205 Cvar_RegisterVariable(&r_bloom_resolution);
6206 Cvar_RegisterVariable(&r_bloom_colorexponent);
6207 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6208 Cvar_RegisterVariable(&r_hdr);
6209 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6210 Cvar_RegisterVariable(&r_hdr_glowintensity);
6211 Cvar_RegisterVariable(&r_hdr_range);
6212 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6213 Cvar_RegisterVariable(&developer_texturelogging);
6214 Cvar_RegisterVariable(&gl_lightmaps);
6215 Cvar_RegisterVariable(&r_test);
6216 Cvar_RegisterVariable(&r_batchmode);
6217 Cvar_RegisterVariable(&r_glsl_saturation);
6218 Cvar_RegisterVariable(&r_framedatasize);
6219 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6220 Cvar_SetValue("r_fullbrights", 0);
6221 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6223 Cvar_RegisterVariable(&r_track_sprites);
6224 Cvar_RegisterVariable(&r_track_sprites_flags);
6225 Cvar_RegisterVariable(&r_track_sprites_scalew);
6226 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6227 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6228 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6231 extern void R_Textures_Init(void);
6232 extern void GL_Draw_Init(void);
6233 extern void GL_Main_Init(void);
6234 extern void R_Shadow_Init(void);
6235 extern void R_Sky_Init(void);
6236 extern void GL_Surf_Init(void);
6237 extern void R_Particles_Init(void);
6238 extern void R_Explosion_Init(void);
6239 extern void gl_backend_init(void);
6240 extern void Sbar_Init(void);
6241 extern void R_LightningBeams_Init(void);
6242 extern void Mod_RenderInit(void);
6243 extern void Font_Init(void);
6245 void Render_Init(void)
6258 R_LightningBeams_Init();
6267 extern char *ENGINE_EXTENSIONS;
6270 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6271 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6272 gl_version = (const char *)qglGetString(GL_VERSION);
6273 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6277 if (!gl_platformextensions)
6278 gl_platformextensions = "";
6280 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6281 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6282 Con_Printf("GL_VERSION: %s\n", gl_version);
6283 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6284 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6286 VID_CheckExtensions();
6288 // LordHavoc: report supported extensions
6289 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6291 // clear to black (loading plaque will be seen over this)
6293 qglClearColor(0,0,0,1);CHECKGLERROR
6294 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6297 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6301 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6303 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6306 p = r_refdef.view.frustum + i;
6311 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6315 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6319 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6323 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6327 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6331 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6335 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6339 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6347 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6351 for (i = 0;i < numplanes;i++)
6358 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6362 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6366 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6370 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6374 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6378 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6382 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6386 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6394 //==================================================================================
6396 // LordHavoc: this stores temporary data used within the same frame
6398 qboolean r_framedata_failed;
6399 static size_t r_framedata_size;
6400 static size_t r_framedata_current;
6401 static void *r_framedata_base;
6403 void R_FrameData_Reset(void)
6405 if (r_framedata_base)
6406 Mem_Free(r_framedata_base);
6407 r_framedata_base = NULL;
6408 r_framedata_size = 0;
6409 r_framedata_current = 0;
6410 r_framedata_failed = false;
6413 void R_FrameData_NewFrame(void)
6416 if (r_framedata_failed)
6417 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6418 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6419 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6420 if (r_framedata_size != wantedsize)
6422 r_framedata_size = wantedsize;
6423 if (r_framedata_base)
6424 Mem_Free(r_framedata_base);
6425 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6427 r_framedata_current = 0;
6428 r_framedata_failed = false;
6431 void *R_FrameData_Alloc(size_t size)
6435 // align to 16 byte boundary
6436 size = (size + 15) & ~15;
6437 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6438 r_framedata_current += size;
6441 if (r_framedata_current > r_framedata_size)
6442 r_framedata_failed = true;
6444 // return NULL on everything after a failure
6445 if (r_framedata_failed)
6451 void *R_FrameData_Store(size_t size, void *data)
6453 void *d = R_FrameData_Alloc(size);
6455 memcpy(d, data, size);
6459 //==================================================================================
6461 // LordHavoc: animcache originally written by Echon, rewritten since then
6464 * Animation cache prevents re-generating mesh data for an animated model
6465 * multiple times in one frame for lighting, shadowing, reflections, etc.
6468 void R_AnimCache_Free(void)
6472 void R_AnimCache_ClearCache(void)
6475 entity_render_t *ent;
6477 for (i = 0;i < r_refdef.scene.numentities;i++)
6479 ent = r_refdef.scene.entities[i];
6480 ent->animcache_vertex3f = NULL;
6481 ent->animcache_normal3f = NULL;
6482 ent->animcache_svector3f = NULL;
6483 ent->animcache_tvector3f = NULL;
6487 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6489 dp_model_t *model = ent->model;
6491 // see if it's already cached this frame
6492 if (ent->animcache_vertex3f)
6494 // add normals/tangents if needed
6495 if (wantnormals || wanttangents)
6497 if (ent->animcache_normal3f)
6498 wantnormals = false;
6499 if (ent->animcache_svector3f)
6500 wanttangents = false;
6501 if (wantnormals || wanttangents)
6503 numvertices = model->surfmesh.num_vertices;
6505 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6508 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6509 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511 if (!r_framedata_failed)
6512 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6518 // see if this ent is worth caching
6519 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6521 // get some memory for this entity and generate mesh data
6522 numvertices = model->surfmesh.num_vertices;
6523 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6525 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6528 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6529 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531 if (!r_framedata_failed)
6532 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6534 return !r_framedata_failed;
6537 void R_AnimCache_CacheVisibleEntities(void)
6540 qboolean wantnormals = !r_showsurfaces.integer;
6541 qboolean wanttangents = !r_showsurfaces.integer;
6543 switch(vid.renderpath)
6545 case RENDERPATH_GL20:
6546 case RENDERPATH_CGGL:
6548 case RENDERPATH_GL13:
6549 case RENDERPATH_GL11:
6550 wanttangents = false;
6554 // TODO: thread this
6555 // NOTE: R_PrepareRTLights() also caches entities
6557 for (i = 0;i < r_refdef.scene.numentities;i++)
6558 if (r_refdef.viewcache.entityvisible[i])
6559 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6561 if (r_shadows.integer)
6562 for (i = 0;i < r_refdef.scene.numentities;i++)
6563 if (!r_refdef.viewcache.entityvisible[i])
6564 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6567 //==================================================================================
6569 static void R_View_UpdateEntityLighting (void)
6572 entity_render_t *ent;
6573 vec3_t tempdiffusenormal, avg;
6574 vec_t f, fa, fd, fdd;
6576 for (i = 0;i < r_refdef.scene.numentities;i++)
6578 ent = r_refdef.scene.entities[i];
6580 // skip unseen models
6581 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6585 if (ent->model && ent->model->brush.num_leafs)
6587 // TODO: use modellight for r_ambient settings on world?
6588 VectorSet(ent->modellight_ambient, 0, 0, 0);
6589 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6590 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6594 // fetch the lighting from the worldmodel data
6595 VectorClear(ent->modellight_ambient);
6596 VectorClear(ent->modellight_diffuse);
6597 VectorClear(tempdiffusenormal);
6598 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6601 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6602 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6603 if(ent->flags & RENDER_EQUALIZE)
6605 // first fix up ambient lighting...
6606 if(r_equalize_entities_minambient.value > 0)
6608 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6611 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6612 if(fa < r_equalize_entities_minambient.value * fd)
6615 // fa'/fd' = minambient
6616 // fa'+0.25*fd' = fa+0.25*fd
6618 // fa' = fd' * minambient
6619 // fd'*(0.25+minambient) = fa+0.25*fd
6621 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6622 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6624 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6625 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
6626 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6627 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6632 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6634 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6635 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6638 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6639 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6640 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6646 VectorSet(ent->modellight_ambient, 1, 1, 1);
6648 // move the light direction into modelspace coordinates for lighting code
6649 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6650 if(VectorLength2(ent->modellight_lightdir) == 0)
6651 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6652 VectorNormalize(ent->modellight_lightdir);
6656 #define MAX_LINEOFSIGHTTRACES 64
6658 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6661 vec3_t boxmins, boxmaxs;
6664 dp_model_t *model = r_refdef.scene.worldmodel;
6666 if (!model || !model->brush.TraceLineOfSight)
6669 // expand the box a little
6670 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6671 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6672 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6673 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6674 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6675 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6678 VectorCopy(eye, start);
6679 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6680 if (model->brush.TraceLineOfSight(model, start, end))
6683 // try various random positions
6684 for (i = 0;i < numsamples;i++)
6686 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6687 if (model->brush.TraceLineOfSight(model, start, end))
6695 static void R_View_UpdateEntityVisible (void)
6700 entity_render_t *ent;
6702 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6703 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6705 // worldmodel can check visibility
6706 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6707 for (i = 0;i < r_refdef.scene.numentities;i++)
6709 ent = r_refdef.scene.entities[i];
6710 if (!(ent->flags & renderimask))
6711 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)))
6712 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))
6713 r_refdef.viewcache.entityvisible[i] = true;
6715 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6717 for (i = 0;i < r_refdef.scene.numentities;i++)
6719 ent = r_refdef.scene.entities[i];
6720 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6722 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6724 continue; // temp entities do pvs only
6725 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6726 ent->last_trace_visibility = realtime;
6727 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6728 r_refdef.viewcache.entityvisible[i] = 0;
6735 // no worldmodel or it can't check visibility
6736 for (i = 0;i < r_refdef.scene.numentities;i++)
6738 ent = r_refdef.scene.entities[i];
6739 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));
6744 /// only used if skyrendermasked, and normally returns false
6745 int R_DrawBrushModelsSky (void)
6748 entity_render_t *ent;
6751 for (i = 0;i < r_refdef.scene.numentities;i++)
6753 if (!r_refdef.viewcache.entityvisible[i])
6755 ent = r_refdef.scene.entities[i];
6756 if (!ent->model || !ent->model->DrawSky)
6758 ent->model->DrawSky(ent);
6764 static void R_DrawNoModel(entity_render_t *ent);
6765 static void R_DrawModels(void)
6768 entity_render_t *ent;
6770 for (i = 0;i < r_refdef.scene.numentities;i++)
6772 if (!r_refdef.viewcache.entityvisible[i])
6774 ent = r_refdef.scene.entities[i];
6775 r_refdef.stats.entities++;
6776 if (ent->model && ent->model->Draw != NULL)
6777 ent->model->Draw(ent);
6783 static void R_DrawModelsDepth(void)
6786 entity_render_t *ent;
6788 for (i = 0;i < r_refdef.scene.numentities;i++)
6790 if (!r_refdef.viewcache.entityvisible[i])
6792 ent = r_refdef.scene.entities[i];
6793 if (ent->model && ent->model->DrawDepth != NULL)
6794 ent->model->DrawDepth(ent);
6798 static void R_DrawModelsDebug(void)
6801 entity_render_t *ent;
6803 for (i = 0;i < r_refdef.scene.numentities;i++)
6805 if (!r_refdef.viewcache.entityvisible[i])
6807 ent = r_refdef.scene.entities[i];
6808 if (ent->model && ent->model->DrawDebug != NULL)
6809 ent->model->DrawDebug(ent);
6813 static void R_DrawModelsAddWaterPlanes(void)
6816 entity_render_t *ent;
6818 for (i = 0;i < r_refdef.scene.numentities;i++)
6820 if (!r_refdef.viewcache.entityvisible[i])
6822 ent = r_refdef.scene.entities[i];
6823 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6824 ent->model->DrawAddWaterPlanes(ent);
6828 static void R_View_SetFrustum(void)
6831 double slopex, slopey;
6832 vec3_t forward, left, up, origin;
6834 // we can't trust r_refdef.view.forward and friends in reflected scenes
6835 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6838 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6839 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6840 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6841 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6842 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6843 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6844 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6845 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6846 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6847 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6848 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6849 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6853 zNear = r_refdef.nearclip;
6854 nudge = 1.0 - 1.0 / (1<<23);
6855 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6856 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6857 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6858 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6859 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6860 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6861 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6862 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6868 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6869 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6870 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6871 r_refdef.view.frustum[0].dist = m[15] - m[12];
6873 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6874 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6875 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6876 r_refdef.view.frustum[1].dist = m[15] + m[12];
6878 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6879 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6880 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6881 r_refdef.view.frustum[2].dist = m[15] - m[13];
6883 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6884 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6885 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6886 r_refdef.view.frustum[3].dist = m[15] + m[13];
6888 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6889 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6890 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6891 r_refdef.view.frustum[4].dist = m[15] - m[14];
6893 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6894 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6895 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6896 r_refdef.view.frustum[5].dist = m[15] + m[14];
6899 if (r_refdef.view.useperspective)
6901 slopex = 1.0 / r_refdef.view.frustum_x;
6902 slopey = 1.0 / r_refdef.view.frustum_y;
6903 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6904 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6905 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6906 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6907 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6909 // Leaving those out was a mistake, those were in the old code, and they
6910 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6911 // I couldn't reproduce it after adding those normalizations. --blub
6912 VectorNormalize(r_refdef.view.frustum[0].normal);
6913 VectorNormalize(r_refdef.view.frustum[1].normal);
6914 VectorNormalize(r_refdef.view.frustum[2].normal);
6915 VectorNormalize(r_refdef.view.frustum[3].normal);
6917 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6918 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]);
6919 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]);
6920 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]);
6921 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]);
6923 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6924 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6925 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6926 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6927 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6931 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6932 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6933 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6934 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6935 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6936 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6937 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6938 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6939 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6940 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6942 r_refdef.view.numfrustumplanes = 5;
6944 if (r_refdef.view.useclipplane)
6946 r_refdef.view.numfrustumplanes = 6;
6947 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6950 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6951 PlaneClassify(r_refdef.view.frustum + i);
6953 // LordHavoc: note to all quake engine coders, Quake had a special case
6954 // for 90 degrees which assumed a square view (wrong), so I removed it,
6955 // Quake2 has it disabled as well.
6957 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6958 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6959 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6960 //PlaneClassify(&frustum[0]);
6962 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6963 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6964 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6965 //PlaneClassify(&frustum[1]);
6967 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6968 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6969 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6970 //PlaneClassify(&frustum[2]);
6972 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6973 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6974 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6975 //PlaneClassify(&frustum[3]);
6978 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6979 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6980 //PlaneClassify(&frustum[4]);
6983 void R_View_Update(void)
6985 R_Main_ResizeViewCache();
6986 R_View_SetFrustum();
6987 R_View_WorldVisibility(r_refdef.view.useclipplane);
6988 R_View_UpdateEntityVisible();
6989 R_View_UpdateEntityLighting();
6992 void R_SetupView(qboolean allowwaterclippingplane)
6994 const float *customclipplane = NULL;
6996 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6998 // LordHavoc: couldn't figure out how to make this approach the
6999 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7000 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7001 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7002 dist = r_refdef.view.clipplane.dist;
7003 plane[0] = r_refdef.view.clipplane.normal[0];
7004 plane[1] = r_refdef.view.clipplane.normal[1];
7005 plane[2] = r_refdef.view.clipplane.normal[2];
7007 customclipplane = plane;
7010 if (!r_refdef.view.useperspective)
7011 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);
7012 else if (vid.stencil && r_useinfinitefarclip.integer)
7013 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);
7015 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);
7016 R_SetViewport(&r_refdef.view.viewport);
7019 void R_EntityMatrix(const matrix4x4_t *matrix)
7021 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7023 gl_modelmatrixchanged = false;
7024 gl_modelmatrix = *matrix;
7025 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7026 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7027 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7028 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7030 switch(vid.renderpath)
7032 case RENDERPATH_GL20:
7033 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7034 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7035 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7037 case RENDERPATH_CGGL:
7040 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7041 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7042 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7045 case RENDERPATH_GL13:
7046 case RENDERPATH_GL11:
7047 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7053 void R_ResetViewRendering2D(void)
7055 r_viewport_t viewport;
7058 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7059 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);
7060 R_SetViewport(&viewport);
7061 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7062 GL_Color(1, 1, 1, 1);
7063 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7064 GL_BlendFunc(GL_ONE, GL_ZERO);
7065 GL_AlphaTest(false);
7066 GL_ScissorTest(false);
7067 GL_DepthMask(false);
7068 GL_DepthRange(0, 1);
7069 GL_DepthTest(false);
7070 R_EntityMatrix(&identitymatrix);
7071 R_Mesh_ResetTextureState();
7072 GL_PolygonOffset(0, 0);
7073 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7074 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7075 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7076 qglStencilMask(~0);CHECKGLERROR
7077 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7078 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7079 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7082 void R_ResetViewRendering3D(void)
7087 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7088 GL_Color(1, 1, 1, 1);
7089 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7090 GL_BlendFunc(GL_ONE, GL_ZERO);
7091 GL_AlphaTest(false);
7092 GL_ScissorTest(true);
7094 GL_DepthRange(0, 1);
7096 R_EntityMatrix(&identitymatrix);
7097 R_Mesh_ResetTextureState();
7098 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7099 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7100 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7101 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7102 qglStencilMask(~0);CHECKGLERROR
7103 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7104 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7105 GL_CullFace(r_refdef.view.cullface_back);
7108 void R_RenderScene(void);
7109 void R_RenderWaterPlanes(void);
7111 static void R_Water_StartFrame(void)
7114 int waterwidth, waterheight, texturewidth, textureheight;
7115 r_waterstate_waterplane_t *p;
7117 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7120 switch(vid.renderpath)
7122 case RENDERPATH_GL20:
7123 case RENDERPATH_CGGL:
7125 case RENDERPATH_GL13:
7126 case RENDERPATH_GL11:
7130 // set waterwidth and waterheight to the water resolution that will be
7131 // used (often less than the screen resolution for faster rendering)
7132 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7133 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7135 // calculate desired texture sizes
7136 // can't use water if the card does not support the texture size
7137 if (!r_water.integer || r_showsurfaces.integer)
7138 texturewidth = textureheight = waterwidth = waterheight = 0;
7139 else if (vid.support.arb_texture_non_power_of_two)
7141 texturewidth = waterwidth;
7142 textureheight = waterheight;
7146 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7147 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7150 // allocate textures as needed
7151 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7153 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7154 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7156 if (p->texture_refraction)
7157 R_FreeTexture(p->texture_refraction);
7158 p->texture_refraction = NULL;
7159 if (p->texture_reflection)
7160 R_FreeTexture(p->texture_reflection);
7161 p->texture_reflection = NULL;
7163 memset(&r_waterstate, 0, sizeof(r_waterstate));
7164 r_waterstate.texturewidth = texturewidth;
7165 r_waterstate.textureheight = textureheight;
7168 if (r_waterstate.texturewidth)
7170 r_waterstate.enabled = true;
7172 // when doing a reduced render (HDR) we want to use a smaller area
7173 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7174 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7176 // set up variables that will be used in shader setup
7177 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7178 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7179 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7180 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7183 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7184 r_waterstate.numwaterplanes = 0;
7187 void R_Water_AddWaterPlane(msurface_t *surface)
7189 int triangleindex, planeindex;
7195 r_waterstate_waterplane_t *p;
7196 texture_t *t = R_GetCurrentTexture(surface->texture);
7197 // just use the first triangle with a valid normal for any decisions
7198 VectorClear(normal);
7199 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7201 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7202 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7203 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7204 TriangleNormal(vert[0], vert[1], vert[2], normal);
7205 if (VectorLength2(normal) >= 0.001)
7209 VectorCopy(normal, plane.normal);
7210 VectorNormalize(plane.normal);
7211 plane.dist = DotProduct(vert[0], plane.normal);
7212 PlaneClassify(&plane);
7213 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7215 // skip backfaces (except if nocullface is set)
7216 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7218 VectorNegate(plane.normal, plane.normal);
7220 PlaneClassify(&plane);
7224 // find a matching plane if there is one
7225 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7226 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7228 if (planeindex >= r_waterstate.maxwaterplanes)
7229 return; // nothing we can do, out of planes
7231 // if this triangle does not fit any known plane rendered this frame, add one
7232 if (planeindex >= r_waterstate.numwaterplanes)
7234 // store the new plane
7235 r_waterstate.numwaterplanes++;
7237 // clear materialflags and pvs
7238 p->materialflags = 0;
7239 p->pvsvalid = false;
7241 // merge this surface's materialflags into the waterplane
7242 p->materialflags |= t->currentmaterialflags;
7243 // merge this surface's PVS into the waterplane
7244 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7245 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7246 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7248 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7253 static void R_Water_ProcessPlanes(void)
7255 r_refdef_view_t originalview;
7256 r_refdef_view_t myview;
7258 r_waterstate_waterplane_t *p;
7260 originalview = r_refdef.view;
7262 // make sure enough textures are allocated
7263 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7265 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7267 if (!p->texture_refraction)
7268 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7269 if (!p->texture_refraction)
7273 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7275 if (!p->texture_reflection)
7276 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7277 if (!p->texture_reflection)
7283 r_refdef.view = originalview;
7284 r_refdef.view.showdebug = false;
7285 r_refdef.view.width = r_waterstate.waterwidth;
7286 r_refdef.view.height = r_waterstate.waterheight;
7287 r_refdef.view.useclipplane = true;
7288 myview = r_refdef.view;
7289 r_waterstate.renderingscene = true;
7290 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7292 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7294 r_refdef.view = myview;
7295 // render reflected scene and copy into texture
7296 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7297 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7298 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7299 r_refdef.view.clipplane = p->plane;
7300 // reverse the cullface settings for this render
7301 r_refdef.view.cullface_front = GL_FRONT;
7302 r_refdef.view.cullface_back = GL_BACK;
7303 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7305 r_refdef.view.usecustompvs = true;
7307 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7309 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7312 R_ResetViewRendering3D();
7313 R_ClearScreen(r_refdef.fogenabled);
7317 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);
7320 // render the normal view scene and copy into texture
7321 // (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)
7322 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7324 r_refdef.view = myview;
7325 r_refdef.view.clipplane = p->plane;
7326 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7327 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7328 PlaneClassify(&r_refdef.view.clipplane);
7330 R_ResetViewRendering3D();
7331 R_ClearScreen(r_refdef.fogenabled);
7335 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);
7339 r_waterstate.renderingscene = false;
7340 r_refdef.view = originalview;
7341 R_ResetViewRendering3D();
7342 R_ClearScreen(r_refdef.fogenabled);
7346 r_refdef.view = originalview;
7347 r_waterstate.renderingscene = false;
7348 Cvar_SetValueQuick(&r_water, 0);
7349 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7353 void R_Bloom_StartFrame(void)
7355 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7357 switch(vid.renderpath)
7359 case RENDERPATH_GL20:
7360 case RENDERPATH_CGGL:
7362 case RENDERPATH_GL13:
7363 case RENDERPATH_GL11:
7367 // set bloomwidth and bloomheight to the bloom resolution that will be
7368 // used (often less than the screen resolution for faster rendering)
7369 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7370 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7371 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7372 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7373 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7375 // calculate desired texture sizes
7376 if (vid.support.arb_texture_non_power_of_two)
7378 screentexturewidth = r_refdef.view.width;
7379 screentextureheight = r_refdef.view.height;
7380 bloomtexturewidth = r_bloomstate.bloomwidth;
7381 bloomtextureheight = r_bloomstate.bloomheight;
7385 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7386 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7387 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7388 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7391 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))
7393 Cvar_SetValueQuick(&r_hdr, 0);
7394 Cvar_SetValueQuick(&r_bloom, 0);
7395 Cvar_SetValueQuick(&r_motionblur, 0);
7396 Cvar_SetValueQuick(&r_damageblur, 0);
7399 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)))
7400 screentexturewidth = screentextureheight = 0;
7401 if (!r_hdr.integer && !r_bloom.integer)
7402 bloomtexturewidth = bloomtextureheight = 0;
7404 // allocate textures as needed
7405 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7407 if (r_bloomstate.texture_screen)
7408 R_FreeTexture(r_bloomstate.texture_screen);
7409 r_bloomstate.texture_screen = NULL;
7410 r_bloomstate.screentexturewidth = screentexturewidth;
7411 r_bloomstate.screentextureheight = screentextureheight;
7412 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7413 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7415 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7417 if (r_bloomstate.texture_bloom)
7418 R_FreeTexture(r_bloomstate.texture_bloom);
7419 r_bloomstate.texture_bloom = NULL;
7420 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7421 r_bloomstate.bloomtextureheight = bloomtextureheight;
7422 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7423 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7426 // when doing a reduced render (HDR) we want to use a smaller area
7427 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7428 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7429 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7430 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7431 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7433 // set up a texcoord array for the full resolution screen image
7434 // (we have to keep this around to copy back during final render)
7435 r_bloomstate.screentexcoord2f[0] = 0;
7436 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7437 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7438 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7439 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7440 r_bloomstate.screentexcoord2f[5] = 0;
7441 r_bloomstate.screentexcoord2f[6] = 0;
7442 r_bloomstate.screentexcoord2f[7] = 0;
7444 // set up a texcoord array for the reduced resolution bloom image
7445 // (which will be additive blended over the screen image)
7446 r_bloomstate.bloomtexcoord2f[0] = 0;
7447 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7448 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7449 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7450 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7451 r_bloomstate.bloomtexcoord2f[5] = 0;
7452 r_bloomstate.bloomtexcoord2f[6] = 0;
7453 r_bloomstate.bloomtexcoord2f[7] = 0;
7455 if (r_hdr.integer || r_bloom.integer)
7457 r_bloomstate.enabled = true;
7458 r_bloomstate.hdr = r_hdr.integer != 0;
7461 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);
7464 void R_Bloom_CopyBloomTexture(float colorscale)
7466 r_refdef.stats.bloom++;
7468 // scale down screen texture to the bloom texture size
7470 R_SetViewport(&r_bloomstate.viewport);
7471 GL_BlendFunc(GL_ONE, GL_ZERO);
7472 GL_Color(colorscale, colorscale, colorscale, 1);
7473 // TODO: optimize with multitexture or GLSL
7474 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7475 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7476 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7477 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7479 // we now have a bloom image in the framebuffer
7480 // copy it into the bloom image texture for later processing
7481 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);
7482 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7485 void R_Bloom_CopyHDRTexture(void)
7487 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);
7488 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7491 void R_Bloom_MakeTexture(void)
7494 float xoffset, yoffset, r, brighten;
7496 r_refdef.stats.bloom++;
7498 R_ResetViewRendering2D();
7499 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7500 R_Mesh_ColorPointer(NULL, 0, 0);
7502 // we have a bloom image in the framebuffer
7504 R_SetViewport(&r_bloomstate.viewport);
7506 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7509 r = bound(0, r_bloom_colorexponent.value / x, 1);
7510 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7511 GL_Color(r, r, r, 1);
7512 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7513 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7514 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7515 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7517 // copy the vertically blurred bloom view to a texture
7518 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);
7519 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7522 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7523 brighten = r_bloom_brighten.value;
7525 brighten *= r_hdr_range.value;
7526 brighten = sqrt(brighten);
7528 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7529 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7530 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7532 for (dir = 0;dir < 2;dir++)
7534 // blend on at multiple vertical offsets to achieve a vertical blur
7535 // TODO: do offset blends using GLSL
7536 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7537 GL_BlendFunc(GL_ONE, GL_ZERO);
7538 for (x = -range;x <= range;x++)
7540 if (!dir){xoffset = 0;yoffset = x;}
7541 else {xoffset = x;yoffset = 0;}
7542 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7543 yoffset /= (float)r_bloomstate.bloomtextureheight;
7544 // compute a texcoord array with the specified x and y offset
7545 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7546 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7547 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7548 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7549 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7550 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7551 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7552 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7553 // this r value looks like a 'dot' particle, fading sharply to
7554 // black at the edges
7555 // (probably not realistic but looks good enough)
7556 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7557 //r = brighten/(range*2+1);
7558 r = brighten / (range * 2 + 1);
7560 r *= (1 - x*x/(float)(range*range));
7561 GL_Color(r, r, r, 1);
7562 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7563 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7564 GL_BlendFunc(GL_ONE, GL_ONE);
7567 // copy the vertically blurred bloom view to a texture
7568 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);
7569 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7572 // apply subtract last
7573 // (just like it would be in a GLSL shader)
7574 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7576 GL_BlendFunc(GL_ONE, GL_ZERO);
7577 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7578 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7579 GL_Color(1, 1, 1, 1);
7580 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7581 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7583 GL_BlendFunc(GL_ONE, GL_ONE);
7584 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7585 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7586 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7587 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7588 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7589 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7590 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7592 // copy the darkened bloom view to a texture
7593 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);
7594 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7598 void R_HDR_RenderBloomTexture(void)
7600 int oldwidth, oldheight;
7601 float oldcolorscale;
7603 oldcolorscale = r_refdef.view.colorscale;
7604 oldwidth = r_refdef.view.width;
7605 oldheight = r_refdef.view.height;
7606 r_refdef.view.width = r_bloomstate.bloomwidth;
7607 r_refdef.view.height = r_bloomstate.bloomheight;
7609 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7610 // TODO: add exposure compensation features
7611 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7613 r_refdef.view.showdebug = false;
7614 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7616 R_ResetViewRendering3D();
7618 R_ClearScreen(r_refdef.fogenabled);
7619 if (r_timereport_active)
7620 R_TimeReport("HDRclear");
7623 if (r_timereport_active)
7624 R_TimeReport("visibility");
7626 // only do secondary renders with HDR if r_hdr is 2 or higher
7627 r_waterstate.numwaterplanes = 0;
7628 if (r_waterstate.enabled && r_hdr.integer >= 2)
7629 R_RenderWaterPlanes();
7631 r_refdef.view.showdebug = true;
7633 r_waterstate.numwaterplanes = 0;
7635 R_ResetViewRendering2D();
7637 R_Bloom_CopyHDRTexture();
7638 R_Bloom_MakeTexture();
7640 // restore the view settings
7641 r_refdef.view.width = oldwidth;
7642 r_refdef.view.height = oldheight;
7643 r_refdef.view.colorscale = oldcolorscale;
7645 R_ResetViewRendering3D();
7647 R_ClearScreen(r_refdef.fogenabled);
7648 if (r_timereport_active)
7649 R_TimeReport("viewclear");
7652 static void R_BlendView(void)
7654 unsigned int permutation;
7655 float uservecs[4][4];
7657 switch (vid.renderpath)
7659 case RENDERPATH_GL20:
7660 case RENDERPATH_CGGL:
7662 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7663 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7664 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7665 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7666 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7668 if (r_bloomstate.texture_screen)
7670 // make sure the buffer is available
7671 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7673 R_ResetViewRendering2D();
7674 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7675 R_Mesh_ColorPointer(NULL, 0, 0);
7677 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7679 // declare variables
7681 static float avgspeed;
7683 speed = VectorLength(cl.movement_velocity);
7685 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7686 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7688 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7689 speed = bound(0, speed, 1);
7690 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7692 // calculate values into a standard alpha
7693 cl.motionbluralpha = 1 - exp(-
7695 (r_motionblur.value * speed / 80)
7697 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7700 max(0.0001, cl.time - cl.oldtime) // fps independent
7703 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7704 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7706 if (cl.motionbluralpha > 0)
7708 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7709 GL_Color(1, 1, 1, cl.motionbluralpha);
7710 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7711 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7712 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7713 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7717 // copy view into the screen texture
7718 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);
7719 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7721 else if (!r_bloomstate.texture_bloom)
7723 // we may still have to do view tint...
7724 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7726 // apply a color tint to the whole view
7727 R_ResetViewRendering2D();
7728 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7729 R_Mesh_ColorPointer(NULL, 0, 0);
7730 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7731 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7732 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7733 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7735 break; // no screen processing, no bloom, skip it
7738 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7740 // render simple bloom effect
7741 // copy the screen and shrink it and darken it for the bloom process
7742 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7743 // make the bloom texture
7744 R_Bloom_MakeTexture();
7747 #if _MSC_VER >= 1400
7748 #define sscanf sscanf_s
7750 memset(uservecs, 0, sizeof(uservecs));
7751 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7752 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7753 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7754 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7756 R_ResetViewRendering2D();
7757 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7758 R_Mesh_ColorPointer(NULL, 0, 0);
7759 GL_Color(1, 1, 1, 1);
7760 GL_BlendFunc(GL_ONE, GL_ZERO);
7761 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7762 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7764 switch(vid.renderpath)
7766 case RENDERPATH_GL20:
7767 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7768 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7769 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7770 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7771 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]);
7772 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7773 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7774 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]);
7775 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]);
7776 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]);
7777 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]);
7778 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7779 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7781 case RENDERPATH_CGGL:
7783 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7784 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7785 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7786 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7787 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
7788 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7789 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7790 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
7791 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
7792 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
7793 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
7794 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7795 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7801 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7802 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7804 case RENDERPATH_GL13:
7805 case RENDERPATH_GL11:
7806 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7808 // apply a color tint to the whole view
7809 R_ResetViewRendering2D();
7810 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7811 R_Mesh_ColorPointer(NULL, 0, 0);
7812 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7813 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7814 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7815 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7821 matrix4x4_t r_waterscrollmatrix;
7823 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7825 if (r_refdef.fog_density)
7827 r_refdef.fogcolor[0] = r_refdef.fog_red;
7828 r_refdef.fogcolor[1] = r_refdef.fog_green;
7829 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7831 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7832 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7833 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7834 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7838 VectorCopy(r_refdef.fogcolor, fogvec);
7839 // color.rgb *= ContrastBoost * SceneBrightness;
7840 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7841 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7842 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7843 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7848 void R_UpdateVariables(void)
7852 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7854 r_refdef.farclip = r_farclip_base.value;
7855 if (r_refdef.scene.worldmodel)
7856 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7857 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7859 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7860 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7861 r_refdef.polygonfactor = 0;
7862 r_refdef.polygonoffset = 0;
7863 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7864 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7866 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7867 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7868 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7869 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7870 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7871 if (r_showsurfaces.integer)
7873 r_refdef.scene.rtworld = false;
7874 r_refdef.scene.rtworldshadows = false;
7875 r_refdef.scene.rtdlight = false;
7876 r_refdef.scene.rtdlightshadows = false;
7877 r_refdef.lightmapintensity = 0;
7880 if (gamemode == GAME_NEHAHRA)
7882 if (gl_fogenable.integer)
7884 r_refdef.oldgl_fogenable = true;
7885 r_refdef.fog_density = gl_fogdensity.value;
7886 r_refdef.fog_red = gl_fogred.value;
7887 r_refdef.fog_green = gl_foggreen.value;
7888 r_refdef.fog_blue = gl_fogblue.value;
7889 r_refdef.fog_alpha = 1;
7890 r_refdef.fog_start = 0;
7891 r_refdef.fog_end = gl_skyclip.value;
7892 r_refdef.fog_height = 1<<30;
7893 r_refdef.fog_fadedepth = 128;
7895 else if (r_refdef.oldgl_fogenable)
7897 r_refdef.oldgl_fogenable = false;
7898 r_refdef.fog_density = 0;
7899 r_refdef.fog_red = 0;
7900 r_refdef.fog_green = 0;
7901 r_refdef.fog_blue = 0;
7902 r_refdef.fog_alpha = 0;
7903 r_refdef.fog_start = 0;
7904 r_refdef.fog_end = 0;
7905 r_refdef.fog_height = 1<<30;
7906 r_refdef.fog_fadedepth = 128;
7910 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7911 r_refdef.fog_start = max(0, r_refdef.fog_start);
7912 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7914 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7916 if (r_refdef.fog_density && r_drawfog.integer)
7918 r_refdef.fogenabled = true;
7919 // this is the point where the fog reaches 0.9986 alpha, which we
7920 // consider a good enough cutoff point for the texture
7921 // (0.9986 * 256 == 255.6)
7922 if (r_fog_exp2.integer)
7923 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7925 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7926 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7927 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7928 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7929 // fog color was already set
7930 // update the fog texture
7931 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)
7932 R_BuildFogTexture();
7935 r_refdef.fogenabled = false;
7937 switch(vid.renderpath)
7939 case RENDERPATH_GL20:
7940 case RENDERPATH_CGGL:
7941 if(v_glslgamma.integer && !vid_gammatables_trivial)
7943 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7945 // build GLSL gamma texture
7946 #define RAMPWIDTH 256
7947 unsigned short ramp[RAMPWIDTH * 3];
7948 unsigned char rampbgr[RAMPWIDTH][4];
7951 r_texture_gammaramps_serial = vid_gammatables_serial;
7953 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7954 for(i = 0; i < RAMPWIDTH; ++i)
7956 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7957 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7958 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7961 if (r_texture_gammaramps)
7963 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7967 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
7973 // remove GLSL gamma texture
7976 case RENDERPATH_GL13:
7977 case RENDERPATH_GL11:
7982 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7983 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7989 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7990 if( scenetype != r_currentscenetype ) {
7991 // store the old scenetype
7992 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7993 r_currentscenetype = scenetype;
7994 // move in the new scene
7995 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8004 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8006 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8007 if( scenetype == r_currentscenetype ) {
8008 return &r_refdef.scene;
8010 return &r_scenes_store[ scenetype ];
8019 void R_RenderView(void)
8021 if (r_timereport_active)
8022 R_TimeReport("start");
8023 r_textureframe++; // used only by R_GetCurrentTexture
8024 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8026 if (!r_drawentities.integer)
8027 r_refdef.scene.numentities = 0;
8029 R_AnimCache_ClearCache();
8030 R_FrameData_NewFrame();
8032 if (r_refdef.view.isoverlay)
8034 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8035 GL_Clear( GL_DEPTH_BUFFER_BIT );
8036 R_TimeReport("depthclear");
8038 r_refdef.view.showdebug = false;
8040 r_waterstate.enabled = false;
8041 r_waterstate.numwaterplanes = 0;
8049 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8050 return; //Host_Error ("R_RenderView: NULL worldmodel");
8052 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8054 // break apart the view matrix into vectors for various purposes
8055 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8056 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8057 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8058 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8059 // make an inverted copy of the view matrix for tracking sprites
8060 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8062 R_Shadow_UpdateWorldLightSelection();
8064 R_Bloom_StartFrame();
8065 R_Water_StartFrame();
8068 if (r_timereport_active)
8069 R_TimeReport("viewsetup");
8071 R_ResetViewRendering3D();
8073 if (r_refdef.view.clear || r_refdef.fogenabled)
8075 R_ClearScreen(r_refdef.fogenabled);
8076 if (r_timereport_active)
8077 R_TimeReport("viewclear");
8079 r_refdef.view.clear = true;
8081 // this produces a bloom texture to be used in R_BlendView() later
8082 if (r_hdr.integer && r_bloomstate.bloomwidth)
8084 R_HDR_RenderBloomTexture();
8085 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8086 r_textureframe++; // used only by R_GetCurrentTexture
8089 r_refdef.view.showdebug = true;
8092 if (r_timereport_active)
8093 R_TimeReport("visibility");
8095 r_waterstate.numwaterplanes = 0;
8096 if (r_waterstate.enabled)
8097 R_RenderWaterPlanes();
8100 r_waterstate.numwaterplanes = 0;
8103 if (r_timereport_active)
8104 R_TimeReport("blendview");
8106 GL_Scissor(0, 0, vid.width, vid.height);
8107 GL_ScissorTest(false);
8111 void R_RenderWaterPlanes(void)
8113 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8115 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8116 if (r_timereport_active)
8117 R_TimeReport("waterworld");
8120 // don't let sound skip if going slow
8121 if (r_refdef.scene.extraupdate)
8124 R_DrawModelsAddWaterPlanes();
8125 if (r_timereport_active)
8126 R_TimeReport("watermodels");
8128 if (r_waterstate.numwaterplanes)
8130 R_Water_ProcessPlanes();
8131 if (r_timereport_active)
8132 R_TimeReport("waterscenes");
8136 extern void R_DrawLightningBeams (void);
8137 extern void VM_CL_AddPolygonsToMeshQueue (void);
8138 extern void R_DrawPortals (void);
8139 extern cvar_t cl_locs_show;
8140 static void R_DrawLocs(void);
8141 static void R_DrawEntityBBoxes(void);
8142 static void R_DrawModelDecals(void);
8143 extern cvar_t cl_decals_newsystem;
8144 extern qboolean r_shadow_usingdeferredprepass;
8145 void R_RenderScene(void)
8147 r_refdef.stats.renders++;
8151 // don't let sound skip if going slow
8152 if (r_refdef.scene.extraupdate)
8155 R_MeshQueue_BeginScene();
8159 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);
8161 if (cl.csqc_vidvars.drawworld)
8163 // don't let sound skip if going slow
8164 if (r_refdef.scene.extraupdate)
8167 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8169 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8170 if (r_timereport_active)
8171 R_TimeReport("worldsky");
8174 if (R_DrawBrushModelsSky() && r_timereport_active)
8175 R_TimeReport("bmodelsky");
8177 if (skyrendermasked && skyrenderlater)
8179 // we have to force off the water clipping plane while rendering sky
8183 if (r_timereport_active)
8184 R_TimeReport("sky");
8188 R_AnimCache_CacheVisibleEntities();
8189 if (r_timereport_active)
8190 R_TimeReport("animation");
8192 R_Shadow_PrepareLights();
8193 if (r_timereport_active)
8194 R_TimeReport("preparelights");
8196 if (r_shadow_usingdeferredprepass)
8197 R_Shadow_DrawPrepass();
8199 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8201 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8202 if (r_timereport_active)
8203 R_TimeReport("worlddepth");
8205 if (r_depthfirst.integer >= 2)
8207 R_DrawModelsDepth();
8208 if (r_timereport_active)
8209 R_TimeReport("modeldepth");
8212 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8214 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8215 if (r_timereport_active)
8216 R_TimeReport("world");
8219 // don't let sound skip if going slow
8220 if (r_refdef.scene.extraupdate)
8224 if (r_timereport_active)
8225 R_TimeReport("models");
8227 // don't let sound skip if going slow
8228 if (r_refdef.scene.extraupdate)
8231 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8233 R_DrawModelShadows();
8234 R_ResetViewRendering3D();
8235 // don't let sound skip if going slow
8236 if (r_refdef.scene.extraupdate)
8240 if (!r_shadow_usingdeferredprepass)
8242 R_Shadow_DrawLights();
8243 if (r_timereport_active)
8244 R_TimeReport("rtlights");
8247 // don't let sound skip if going slow
8248 if (r_refdef.scene.extraupdate)
8251 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8253 R_DrawModelShadows();
8254 R_ResetViewRendering3D();
8255 // don't let sound skip if going slow
8256 if (r_refdef.scene.extraupdate)
8260 if (cl.csqc_vidvars.drawworld)
8262 if (cl_decals_newsystem.integer)
8264 R_DrawModelDecals();
8265 if (r_timereport_active)
8266 R_TimeReport("modeldecals");
8271 if (r_timereport_active)
8272 R_TimeReport("decals");
8276 if (r_timereport_active)
8277 R_TimeReport("particles");
8280 if (r_timereport_active)
8281 R_TimeReport("explosions");
8283 R_DrawLightningBeams();
8284 if (r_timereport_active)
8285 R_TimeReport("lightning");
8288 VM_CL_AddPolygonsToMeshQueue();
8290 if (r_refdef.view.showdebug)
8292 if (cl_locs_show.integer)
8295 if (r_timereport_active)
8296 R_TimeReport("showlocs");
8299 if (r_drawportals.integer)
8302 if (r_timereport_active)
8303 R_TimeReport("portals");
8306 if (r_showbboxes.value > 0)
8308 R_DrawEntityBBoxes();
8309 if (r_timereport_active)
8310 R_TimeReport("bboxes");
8314 R_MeshQueue_RenderTransparent();
8315 if (r_timereport_active)
8316 R_TimeReport("drawtrans");
8318 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))
8320 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8321 if (r_timereport_active)
8322 R_TimeReport("worlddebug");
8323 R_DrawModelsDebug();
8324 if (r_timereport_active)
8325 R_TimeReport("modeldebug");
8328 if (cl.csqc_vidvars.drawworld)
8330 R_Shadow_DrawCoronas();
8331 if (r_timereport_active)
8332 R_TimeReport("coronas");
8335 // don't let sound skip if going slow
8336 if (r_refdef.scene.extraupdate)
8339 R_ResetViewRendering2D();
8342 static const unsigned short bboxelements[36] =
8352 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8355 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8357 RSurf_ActiveWorldEntity();
8359 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8360 GL_DepthMask(false);
8361 GL_DepthRange(0, 1);
8362 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8363 R_Mesh_ResetTextureState();
8365 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8366 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8367 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8368 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8369 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8370 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8371 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8372 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8373 R_FillColors(color4f, 8, cr, cg, cb, ca);
8374 if (r_refdef.fogenabled)
8376 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8378 f1 = RSurf_FogVertex(v);
8380 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8381 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8382 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8385 R_Mesh_VertexPointer(vertex3f, 0, 0);
8386 R_Mesh_ColorPointer(color4f, 0, 0);
8387 R_Mesh_ResetTextureState();
8388 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8389 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8392 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8396 prvm_edict_t *edict;
8397 prvm_prog_t *prog_save = prog;
8399 // this function draws bounding boxes of server entities
8403 GL_CullFace(GL_NONE);
8404 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8408 for (i = 0;i < numsurfaces;i++)
8410 edict = PRVM_EDICT_NUM(surfacelist[i]);
8411 switch ((int)edict->fields.server->solid)
8413 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8414 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8415 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8416 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8417 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8418 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8420 color[3] *= r_showbboxes.value;
8421 color[3] = bound(0, color[3], 1);
8422 GL_DepthTest(!r_showdisabledepthtest.integer);
8423 GL_CullFace(r_refdef.view.cullface_front);
8424 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8430 static void R_DrawEntityBBoxes(void)
8433 prvm_edict_t *edict;
8435 prvm_prog_t *prog_save = prog;
8437 // this function draws bounding boxes of server entities
8443 for (i = 0;i < prog->num_edicts;i++)
8445 edict = PRVM_EDICT_NUM(i);
8446 if (edict->priv.server->free)
8448 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8449 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8451 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8453 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8454 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8460 static const int nomodelelement3i[24] =
8472 static const unsigned short nomodelelement3s[24] =
8484 static const float nomodelvertex3f[6*3] =
8494 static const float nomodelcolor4f[6*4] =
8496 0.0f, 0.0f, 0.5f, 1.0f,
8497 0.0f, 0.0f, 0.5f, 1.0f,
8498 0.0f, 0.5f, 0.0f, 1.0f,
8499 0.0f, 0.5f, 0.0f, 1.0f,
8500 0.5f, 0.0f, 0.0f, 1.0f,
8501 0.5f, 0.0f, 0.0f, 1.0f
8504 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8510 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);
8512 // this is only called once per entity so numsurfaces is always 1, and
8513 // surfacelist is always {0}, so this code does not handle batches
8515 if (rsurface.ent_flags & RENDER_ADDITIVE)
8517 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8518 GL_DepthMask(false);
8520 else if (rsurface.colormod[3] < 1)
8522 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8523 GL_DepthMask(false);
8527 GL_BlendFunc(GL_ONE, GL_ZERO);
8530 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8531 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8532 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8533 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8534 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8535 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8536 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8537 R_Mesh_ColorPointer(color4f, 0, 0);
8538 for (i = 0, c = color4f;i < 6;i++, c += 4)
8540 c[0] *= rsurface.colormod[0];
8541 c[1] *= rsurface.colormod[1];
8542 c[2] *= rsurface.colormod[2];
8543 c[3] *= rsurface.colormod[3];
8545 if (r_refdef.fogenabled)
8547 for (i = 0, c = color4f;i < 6;i++, c += 4)
8549 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8551 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8552 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8553 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8556 R_Mesh_ResetTextureState();
8557 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8560 void R_DrawNoModel(entity_render_t *ent)
8563 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8564 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8565 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8567 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8570 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8572 vec3_t right1, right2, diff, normal;
8574 VectorSubtract (org2, org1, normal);
8576 // calculate 'right' vector for start
8577 VectorSubtract (r_refdef.view.origin, org1, diff);
8578 CrossProduct (normal, diff, right1);
8579 VectorNormalize (right1);
8581 // calculate 'right' vector for end
8582 VectorSubtract (r_refdef.view.origin, org2, diff);
8583 CrossProduct (normal, diff, right2);
8584 VectorNormalize (right2);
8586 vert[ 0] = org1[0] + width * right1[0];
8587 vert[ 1] = org1[1] + width * right1[1];
8588 vert[ 2] = org1[2] + width * right1[2];
8589 vert[ 3] = org1[0] - width * right1[0];
8590 vert[ 4] = org1[1] - width * right1[1];
8591 vert[ 5] = org1[2] - width * right1[2];
8592 vert[ 6] = org2[0] - width * right2[0];
8593 vert[ 7] = org2[1] - width * right2[1];
8594 vert[ 8] = org2[2] - width * right2[2];
8595 vert[ 9] = org2[0] + width * right2[0];
8596 vert[10] = org2[1] + width * right2[1];
8597 vert[11] = org2[2] + width * right2[2];
8600 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)
8602 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8603 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8604 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8605 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8606 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8607 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8608 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8609 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8610 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8611 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8612 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8613 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8616 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8621 VectorSet(v, x, y, z);
8622 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8623 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8625 if (i == mesh->numvertices)
8627 if (mesh->numvertices < mesh->maxvertices)
8629 VectorCopy(v, vertex3f);
8630 mesh->numvertices++;
8632 return mesh->numvertices;
8638 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8642 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8643 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8644 e = mesh->element3i + mesh->numtriangles * 3;
8645 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8647 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8648 if (mesh->numtriangles < mesh->maxtriangles)
8653 mesh->numtriangles++;
8655 element[1] = element[2];
8659 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8663 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8664 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8665 e = mesh->element3i + mesh->numtriangles * 3;
8666 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8668 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8669 if (mesh->numtriangles < mesh->maxtriangles)
8674 mesh->numtriangles++;
8676 element[1] = element[2];
8680 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8681 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8683 int planenum, planenum2;
8686 mplane_t *plane, *plane2;
8688 double temppoints[2][256*3];
8689 // figure out how large a bounding box we need to properly compute this brush
8691 for (w = 0;w < numplanes;w++)
8692 maxdist = max(maxdist, fabs(planes[w].dist));
8693 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8694 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8695 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8699 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8700 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8702 if (planenum2 == planenum)
8704 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);
8707 if (tempnumpoints < 3)
8709 // generate elements forming a triangle fan for this polygon
8710 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8714 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)
8716 texturelayer_t *layer;
8717 layer = t->currentlayers + t->currentnumlayers++;
8719 layer->depthmask = depthmask;
8720 layer->blendfunc1 = blendfunc1;
8721 layer->blendfunc2 = blendfunc2;
8722 layer->texture = texture;
8723 layer->texmatrix = *matrix;
8724 layer->color[0] = r;
8725 layer->color[1] = g;
8726 layer->color[2] = b;
8727 layer->color[3] = a;
8730 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8733 index = parms[2] + r_refdef.scene.time * parms[3];
8734 index -= floor(index);
8738 case Q3WAVEFUNC_NONE:
8739 case Q3WAVEFUNC_NOISE:
8740 case Q3WAVEFUNC_COUNT:
8743 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8744 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8745 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8746 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8747 case Q3WAVEFUNC_TRIANGLE:
8749 f = index - floor(index);
8760 return (float)(parms[0] + parms[1] * f);
8763 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8768 matrix4x4_t matrix, temp;
8769 switch(tcmod->tcmod)
8773 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8774 matrix = r_waterscrollmatrix;
8776 matrix = identitymatrix;
8778 case Q3TCMOD_ENTITYTRANSLATE:
8779 // this is used in Q3 to allow the gamecode to control texcoord
8780 // scrolling on the entity, which is not supported in darkplaces yet.
8781 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8783 case Q3TCMOD_ROTATE:
8784 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8785 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8786 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8789 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8791 case Q3TCMOD_SCROLL:
8792 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8794 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8795 w = (int) tcmod->parms[0];
8796 h = (int) tcmod->parms[1];
8797 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8799 idx = (int) floor(f * w * h);
8800 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8802 case Q3TCMOD_STRETCH:
8803 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8804 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8806 case Q3TCMOD_TRANSFORM:
8807 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8808 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8809 VectorSet(tcmat + 6, 0 , 0 , 1);
8810 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8811 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8813 case Q3TCMOD_TURBULENT:
8814 // this is handled in the RSurf_PrepareVertices function
8815 matrix = identitymatrix;
8819 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8822 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8824 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8825 char name[MAX_QPATH];
8826 skinframe_t *skinframe;
8827 unsigned char pixels[296*194];
8828 strlcpy(cache->name, skinname, sizeof(cache->name));
8829 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8830 if (developer_loading.integer)
8831 Con_Printf("loading %s\n", name);
8832 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8833 if (!skinframe || !skinframe->base)
8836 fs_offset_t filesize;
8838 f = FS_LoadFile(name, tempmempool, true, &filesize);
8841 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8842 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8846 cache->skinframe = skinframe;
8849 texture_t *R_GetCurrentTexture(texture_t *t)
8852 const entity_render_t *ent = rsurface.entity;
8853 dp_model_t *model = ent->model;
8854 q3shaderinfo_layer_tcmod_t *tcmod;
8856 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8857 return t->currentframe;
8858 t->update_lastrenderframe = r_textureframe;
8859 t->update_lastrenderentity = (void *)ent;
8861 // switch to an alternate material if this is a q1bsp animated material
8863 texture_t *texture = t;
8864 int s = rsurface.ent_skinnum;
8865 if ((unsigned int)s >= (unsigned int)model->numskins)
8867 if (model->skinscenes)
8869 if (model->skinscenes[s].framecount > 1)
8870 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8872 s = model->skinscenes[s].firstframe;
8875 t = t + s * model->num_surfaces;
8878 // use an alternate animation if the entity's frame is not 0,
8879 // and only if the texture has an alternate animation
8880 if (rsurface.ent_alttextures && t->anim_total[1])
8881 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8883 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8885 texture->currentframe = t;
8888 // update currentskinframe to be a qw skin or animation frame
8889 if (rsurface.ent_qwskin >= 0)
8891 i = rsurface.ent_qwskin;
8892 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8894 r_qwskincache_size = cl.maxclients;
8896 Mem_Free(r_qwskincache);
8897 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8899 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8900 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8901 t->currentskinframe = r_qwskincache[i].skinframe;
8902 if (t->currentskinframe == NULL)
8903 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8905 else if (t->numskinframes >= 2)
8906 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8907 if (t->backgroundnumskinframes >= 2)
8908 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8910 t->currentmaterialflags = t->basematerialflags;
8911 t->currentalpha = rsurface.colormod[3];
8912 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8913 t->currentalpha *= r_wateralpha.value;
8914 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8915 t->currentalpha *= t->r_water_wateralpha;
8916 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8917 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8918 if (!(rsurface.ent_flags & RENDER_LIGHT))
8919 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8920 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8922 // pick a model lighting mode
8923 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8924 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8926 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8928 if (rsurface.ent_flags & RENDER_ADDITIVE)
8929 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8930 else if (t->currentalpha < 1)
8931 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8932 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8933 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8934 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8935 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8936 if (t->backgroundnumskinframes)
8937 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8938 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8940 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8941 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8944 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8945 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8946 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8948 // there is no tcmod
8949 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8951 t->currenttexmatrix = r_waterscrollmatrix;
8952 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8954 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8956 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8957 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8960 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8961 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8962 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8963 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8965 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8966 if (t->currentskinframe->qpixels)
8967 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8968 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8969 if (!t->basetexture)
8970 t->basetexture = r_texture_notexture;
8971 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8972 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8973 t->nmaptexture = t->currentskinframe->nmap;
8974 if (!t->nmaptexture)
8975 t->nmaptexture = r_texture_blanknormalmap;
8976 t->glosstexture = r_texture_black;
8977 t->glowtexture = t->currentskinframe->glow;
8978 t->fogtexture = t->currentskinframe->fog;
8979 t->reflectmasktexture = t->currentskinframe->reflect;
8980 if (t->backgroundnumskinframes)
8982 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8983 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8984 t->backgroundglosstexture = r_texture_black;
8985 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8986 if (!t->backgroundnmaptexture)
8987 t->backgroundnmaptexture = r_texture_blanknormalmap;
8991 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8992 t->backgroundnmaptexture = r_texture_blanknormalmap;
8993 t->backgroundglosstexture = r_texture_black;
8994 t->backgroundglowtexture = NULL;
8996 t->specularpower = r_shadow_glossexponent.value;
8997 // TODO: store reference values for these in the texture?
8998 t->specularscale = 0;
8999 if (r_shadow_gloss.integer > 0)
9001 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9003 if (r_shadow_glossintensity.value > 0)
9005 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9006 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9007 t->specularscale = r_shadow_glossintensity.value;
9010 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9012 t->glosstexture = r_texture_white;
9013 t->backgroundglosstexture = r_texture_white;
9014 t->specularscale = r_shadow_gloss2intensity.value;
9015 t->specularpower = r_shadow_gloss2exponent.value;
9018 t->specularscale *= t->specularscalemod;
9019 t->specularpower *= t->specularpowermod;
9021 // lightmaps mode looks bad with dlights using actual texturing, so turn
9022 // off the colormap and glossmap, but leave the normalmap on as it still
9023 // accurately represents the shading involved
9024 if (gl_lightmaps.integer)
9026 t->basetexture = r_texture_grey128;
9027 t->pantstexture = r_texture_black;
9028 t->shirttexture = r_texture_black;
9029 t->nmaptexture = r_texture_blanknormalmap;
9030 t->glosstexture = r_texture_black;
9031 t->glowtexture = NULL;
9032 t->fogtexture = NULL;
9033 t->reflectmasktexture = NULL;
9034 t->backgroundbasetexture = NULL;
9035 t->backgroundnmaptexture = r_texture_blanknormalmap;
9036 t->backgroundglosstexture = r_texture_black;
9037 t->backgroundglowtexture = NULL;
9038 t->specularscale = 0;
9039 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9042 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9043 VectorClear(t->dlightcolor);
9044 t->currentnumlayers = 0;
9045 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9047 int blendfunc1, blendfunc2;
9049 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9051 blendfunc1 = GL_SRC_ALPHA;
9052 blendfunc2 = GL_ONE;
9054 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9056 blendfunc1 = GL_SRC_ALPHA;
9057 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9059 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9061 blendfunc1 = t->customblendfunc[0];
9062 blendfunc2 = t->customblendfunc[1];
9066 blendfunc1 = GL_ONE;
9067 blendfunc2 = GL_ZERO;
9069 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9070 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9072 // fullbright is not affected by r_refdef.lightmapintensity
9073 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]);
9074 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9075 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]);
9076 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9077 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]);
9081 vec3_t ambientcolor;
9083 // set the color tint used for lights affecting this surface
9084 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9086 // q3bsp has no lightmap updates, so the lightstylevalue that
9087 // would normally be baked into the lightmap must be
9088 // applied to the color
9089 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9090 if (model->type == mod_brushq3)
9091 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9092 colorscale *= r_refdef.lightmapintensity;
9093 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9094 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9095 // basic lit geometry
9096 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]);
9097 // add pants/shirt if needed
9098 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9099 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]);
9100 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9101 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]);
9102 // now add ambient passes if needed
9103 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9105 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]);
9106 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9107 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]);
9108 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9109 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]);
9112 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9113 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]);
9114 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9116 // if this is opaque use alpha blend which will darken the earlier
9119 // if this is an alpha blended material, all the earlier passes
9120 // were darkened by fog already, so we only need to add the fog
9121 // color ontop through the fog mask texture
9123 // if this is an additive blended material, all the earlier passes
9124 // were darkened by fog already, and we should not add fog color
9125 // (because the background was not darkened, there is no fog color
9126 // that was lost behind it).
9127 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]);
9131 return t->currentframe;
9134 rsurfacestate_t rsurface;
9136 void R_Mesh_ResizeArrays(int newvertices)
9139 if (rsurface.array_size >= newvertices)
9141 if (rsurface.array_modelvertex3f)
9142 Mem_Free(rsurface.array_modelvertex3f);
9143 rsurface.array_size = (newvertices + 1023) & ~1023;
9144 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9145 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9146 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9147 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9148 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9149 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9150 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9151 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9152 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9153 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9154 rsurface.array_color4f = base + rsurface.array_size * 27;
9155 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9158 void RSurf_ActiveWorldEntity(void)
9160 dp_model_t *model = r_refdef.scene.worldmodel;
9161 //if (rsurface.entity == r_refdef.scene.worldentity)
9163 rsurface.entity = r_refdef.scene.worldentity;
9164 rsurface.skeleton = NULL;
9165 rsurface.ent_skinnum = 0;
9166 rsurface.ent_qwskin = -1;
9167 rsurface.ent_shadertime = 0;
9168 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9169 if (rsurface.array_size < model->surfmesh.num_vertices)
9170 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9171 rsurface.matrix = identitymatrix;
9172 rsurface.inversematrix = identitymatrix;
9173 rsurface.matrixscale = 1;
9174 rsurface.inversematrixscale = 1;
9175 R_EntityMatrix(&identitymatrix);
9176 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9177 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9178 rsurface.fograngerecip = r_refdef.fograngerecip;
9179 rsurface.fogheightfade = r_refdef.fogheightfade;
9180 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9181 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9182 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9183 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9184 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9185 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9186 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9187 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9188 rsurface.colormod[3] = 1;
9189 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);
9190 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9191 rsurface.frameblend[0].lerp = 1;
9192 rsurface.ent_alttextures = false;
9193 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9194 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9195 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9196 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9197 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9198 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9199 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9200 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9201 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9202 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9203 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9204 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9205 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9206 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9207 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9208 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9209 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9210 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9211 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9212 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9213 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9214 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9215 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9216 rsurface.modelelement3i = model->surfmesh.data_element3i;
9217 rsurface.modelelement3s = model->surfmesh.data_element3s;
9218 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9219 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9220 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9221 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9222 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9223 rsurface.modelsurfaces = model->data_surfaces;
9224 rsurface.generatedvertex = false;
9225 rsurface.vertex3f = rsurface.modelvertex3f;
9226 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9227 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9228 rsurface.svector3f = rsurface.modelsvector3f;
9229 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9230 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9231 rsurface.tvector3f = rsurface.modeltvector3f;
9232 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9233 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9234 rsurface.normal3f = rsurface.modelnormal3f;
9235 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9236 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9237 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9240 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9242 dp_model_t *model = ent->model;
9243 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9245 rsurface.entity = (entity_render_t *)ent;
9246 rsurface.skeleton = ent->skeleton;
9247 rsurface.ent_skinnum = ent->skinnum;
9248 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;
9249 rsurface.ent_shadertime = ent->shadertime;
9250 rsurface.ent_flags = ent->flags;
9251 if (rsurface.array_size < model->surfmesh.num_vertices)
9252 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9253 rsurface.matrix = ent->matrix;
9254 rsurface.inversematrix = ent->inversematrix;
9255 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9256 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9257 R_EntityMatrix(&rsurface.matrix);
9258 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9259 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9260 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9261 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9262 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9263 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9264 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9265 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9266 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9267 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9268 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9269 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9270 rsurface.colormod[3] = ent->alpha;
9271 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9272 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9273 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9274 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9275 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9276 if (ent->model->brush.submodel && !prepass)
9278 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9279 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9281 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9283 if (ent->animcache_vertex3f && !r_framedata_failed)
9285 rsurface.modelvertex3f = ent->animcache_vertex3f;
9286 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9287 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9288 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9290 else if (wanttangents)
9292 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9293 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9294 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9295 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9296 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9298 else if (wantnormals)
9300 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9301 rsurface.modelsvector3f = NULL;
9302 rsurface.modeltvector3f = NULL;
9303 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9304 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9308 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9309 rsurface.modelsvector3f = NULL;
9310 rsurface.modeltvector3f = NULL;
9311 rsurface.modelnormal3f = NULL;
9312 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9314 rsurface.modelvertex3f_bufferobject = 0;
9315 rsurface.modelvertex3f_bufferoffset = 0;
9316 rsurface.modelsvector3f_bufferobject = 0;
9317 rsurface.modelsvector3f_bufferoffset = 0;
9318 rsurface.modeltvector3f_bufferobject = 0;
9319 rsurface.modeltvector3f_bufferoffset = 0;
9320 rsurface.modelnormal3f_bufferobject = 0;
9321 rsurface.modelnormal3f_bufferoffset = 0;
9322 rsurface.generatedvertex = true;
9326 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9327 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9328 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9329 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9330 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9331 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9332 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9333 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9334 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9335 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9336 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9337 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9338 rsurface.generatedvertex = false;
9340 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9341 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9342 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9343 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9344 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9345 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9346 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9347 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9348 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9349 rsurface.modelelement3i = model->surfmesh.data_element3i;
9350 rsurface.modelelement3s = model->surfmesh.data_element3s;
9351 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9352 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9353 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9354 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9355 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9356 rsurface.modelsurfaces = model->data_surfaces;
9357 rsurface.vertex3f = rsurface.modelvertex3f;
9358 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9359 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9360 rsurface.svector3f = rsurface.modelsvector3f;
9361 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9362 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9363 rsurface.tvector3f = rsurface.modeltvector3f;
9364 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9365 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9366 rsurface.normal3f = rsurface.modelnormal3f;
9367 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9368 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9369 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9372 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)
9374 rsurface.entity = r_refdef.scene.worldentity;
9375 rsurface.skeleton = NULL;
9376 rsurface.ent_skinnum = 0;
9377 rsurface.ent_qwskin = -1;
9378 rsurface.ent_shadertime = shadertime;
9379 rsurface.ent_flags = entflags;
9380 rsurface.modelnum_vertices = numvertices;
9381 rsurface.modelnum_triangles = numtriangles;
9382 if (rsurface.array_size < rsurface.modelnum_vertices)
9383 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9384 rsurface.matrix = *matrix;
9385 rsurface.inversematrix = *inversematrix;
9386 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9387 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9388 R_EntityMatrix(&rsurface.matrix);
9389 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9390 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9391 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9392 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9393 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9394 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9395 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9396 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9397 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9398 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9399 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9400 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9401 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);
9402 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9403 rsurface.frameblend[0].lerp = 1;
9404 rsurface.ent_alttextures = false;
9405 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9406 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9409 rsurface.modelvertex3f = vertex3f;
9410 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9411 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9412 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9414 else if (wantnormals)
9416 rsurface.modelvertex3f = vertex3f;
9417 rsurface.modelsvector3f = NULL;
9418 rsurface.modeltvector3f = NULL;
9419 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9423 rsurface.modelvertex3f = vertex3f;
9424 rsurface.modelsvector3f = NULL;
9425 rsurface.modeltvector3f = NULL;
9426 rsurface.modelnormal3f = NULL;
9428 rsurface.modelvertex3f_bufferobject = 0;
9429 rsurface.modelvertex3f_bufferoffset = 0;
9430 rsurface.modelsvector3f_bufferobject = 0;
9431 rsurface.modelsvector3f_bufferoffset = 0;
9432 rsurface.modeltvector3f_bufferobject = 0;
9433 rsurface.modeltvector3f_bufferoffset = 0;
9434 rsurface.modelnormal3f_bufferobject = 0;
9435 rsurface.modelnormal3f_bufferoffset = 0;
9436 rsurface.generatedvertex = true;
9437 rsurface.modellightmapcolor4f = color4f;
9438 rsurface.modellightmapcolor4f_bufferobject = 0;
9439 rsurface.modellightmapcolor4f_bufferoffset = 0;
9440 rsurface.modeltexcoordtexture2f = texcoord2f;
9441 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9442 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9443 rsurface.modeltexcoordlightmap2f = NULL;
9444 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9445 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9446 rsurface.modelelement3i = element3i;
9447 rsurface.modelelement3s = element3s;
9448 rsurface.modelelement3i_bufferobject = 0;
9449 rsurface.modelelement3s_bufferobject = 0;
9450 rsurface.modellightmapoffsets = NULL;
9451 rsurface.modelsurfaces = NULL;
9452 rsurface.vertex3f = rsurface.modelvertex3f;
9453 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9454 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9455 rsurface.svector3f = rsurface.modelsvector3f;
9456 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9457 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9458 rsurface.tvector3f = rsurface.modeltvector3f;
9459 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9460 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9461 rsurface.normal3f = rsurface.modelnormal3f;
9462 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9463 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9464 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9466 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9468 if ((wantnormals || wanttangents) && !normal3f)
9469 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9470 if (wanttangents && !svector3f)
9471 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9475 float RSurf_FogPoint(const float *v)
9477 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9478 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9479 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9480 float FogHeightFade = r_refdef.fogheightfade;
9482 unsigned int fogmasktableindex;
9483 if (r_refdef.fogplaneviewabove)
9484 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9486 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9487 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9488 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9491 float RSurf_FogVertex(const float *v)
9493 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9494 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9495 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9496 float FogHeightFade = rsurface.fogheightfade;
9498 unsigned int fogmasktableindex;
9499 if (r_refdef.fogplaneviewabove)
9500 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9502 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9503 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9504 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9507 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9508 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9511 int texturesurfaceindex;
9516 const float *v1, *in_tc;
9518 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9520 q3shaderinfo_deform_t *deform;
9521 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9522 if (rsurface.generatedvertex)
9524 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9525 generatenormals = true;
9526 for (i = 0;i < Q3MAXDEFORMS;i++)
9528 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9530 generatetangents = true;
9531 generatenormals = true;
9533 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9534 generatenormals = true;
9536 if (generatenormals && !rsurface.modelnormal3f)
9538 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9539 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9540 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9541 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9543 if (generatetangents && !rsurface.modelsvector3f)
9545 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9546 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9547 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9548 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9549 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9550 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9551 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9554 rsurface.vertex3f = rsurface.modelvertex3f;
9555 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9556 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9557 rsurface.svector3f = rsurface.modelsvector3f;
9558 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9559 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9560 rsurface.tvector3f = rsurface.modeltvector3f;
9561 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9562 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9563 rsurface.normal3f = rsurface.modelnormal3f;
9564 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9565 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9566 // if vertices are deformed (sprite flares and things in maps, possibly
9567 // water waves, bulges and other deformations), generate them into
9568 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9569 // (may be static model data or generated data for an animated model, or
9570 // the previous deform pass)
9571 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9573 switch (deform->deform)
9576 case Q3DEFORM_PROJECTIONSHADOW:
9577 case Q3DEFORM_TEXT0:
9578 case Q3DEFORM_TEXT1:
9579 case Q3DEFORM_TEXT2:
9580 case Q3DEFORM_TEXT3:
9581 case Q3DEFORM_TEXT4:
9582 case Q3DEFORM_TEXT5:
9583 case Q3DEFORM_TEXT6:
9584 case Q3DEFORM_TEXT7:
9587 case Q3DEFORM_AUTOSPRITE:
9588 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9589 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9590 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9591 VectorNormalize(newforward);
9592 VectorNormalize(newright);
9593 VectorNormalize(newup);
9594 // make deformed versions of only the model vertices used by the specified surfaces
9595 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9597 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9598 // a single autosprite surface can contain multiple sprites...
9599 for (j = 0;j < surface->num_vertices - 3;j += 4)
9601 VectorClear(center);
9602 for (i = 0;i < 4;i++)
9603 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9604 VectorScale(center, 0.25f, center);
9605 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9606 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9607 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9608 for (i = 0;i < 4;i++)
9610 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9611 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9614 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9615 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9617 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9618 rsurface.vertex3f_bufferobject = 0;
9619 rsurface.vertex3f_bufferoffset = 0;
9620 rsurface.svector3f = rsurface.array_deformedsvector3f;
9621 rsurface.svector3f_bufferobject = 0;
9622 rsurface.svector3f_bufferoffset = 0;
9623 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9624 rsurface.tvector3f_bufferobject = 0;
9625 rsurface.tvector3f_bufferoffset = 0;
9626 rsurface.normal3f = rsurface.array_deformednormal3f;
9627 rsurface.normal3f_bufferobject = 0;
9628 rsurface.normal3f_bufferoffset = 0;
9630 case Q3DEFORM_AUTOSPRITE2:
9631 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9632 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9633 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9634 VectorNormalize(newforward);
9635 VectorNormalize(newright);
9636 VectorNormalize(newup);
9637 // make deformed versions of only the model vertices used by the specified surfaces
9638 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9640 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9641 const float *v1, *v2;
9651 memset(shortest, 0, sizeof(shortest));
9652 // a single autosprite surface can contain multiple sprites...
9653 for (j = 0;j < surface->num_vertices - 3;j += 4)
9655 VectorClear(center);
9656 for (i = 0;i < 4;i++)
9657 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9658 VectorScale(center, 0.25f, center);
9659 // find the two shortest edges, then use them to define the
9660 // axis vectors for rotating around the central axis
9661 for (i = 0;i < 6;i++)
9663 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9664 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9666 Debug_PolygonBegin(NULL, 0);
9667 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9668 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9669 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9672 l = VectorDistance2(v1, v2);
9673 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9675 l += (1.0f / 1024.0f);
9676 if (shortest[0].length2 > l || i == 0)
9678 shortest[1] = shortest[0];
9679 shortest[0].length2 = l;
9680 shortest[0].v1 = v1;
9681 shortest[0].v2 = v2;
9683 else if (shortest[1].length2 > l || i == 1)
9685 shortest[1].length2 = l;
9686 shortest[1].v1 = v1;
9687 shortest[1].v2 = v2;
9690 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9691 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9693 Debug_PolygonBegin(NULL, 0);
9694 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9695 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9696 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9699 // this calculates the right vector from the shortest edge
9700 // and the up vector from the edge midpoints
9701 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9702 VectorNormalize(right);
9703 VectorSubtract(end, start, up);
9704 VectorNormalize(up);
9705 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9706 VectorSubtract(rsurface.localvieworigin, center, forward);
9707 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9708 VectorNegate(forward, forward);
9709 VectorReflect(forward, 0, up, forward);
9710 VectorNormalize(forward);
9711 CrossProduct(up, forward, newright);
9712 VectorNormalize(newright);
9714 Debug_PolygonBegin(NULL, 0);
9715 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9716 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9717 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9721 Debug_PolygonBegin(NULL, 0);
9722 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9723 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9724 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9727 // rotate the quad around the up axis vector, this is made
9728 // especially easy by the fact we know the quad is flat,
9729 // so we only have to subtract the center position and
9730 // measure distance along the right vector, and then
9731 // multiply that by the newright vector and add back the
9733 // we also need to subtract the old position to undo the
9734 // displacement from the center, which we do with a
9735 // DotProduct, the subtraction/addition of center is also
9736 // optimized into DotProducts here
9737 l = DotProduct(right, center);
9738 for (i = 0;i < 4;i++)
9740 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9741 f = DotProduct(right, v1) - l;
9742 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9745 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9746 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9748 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9749 rsurface.vertex3f_bufferobject = 0;
9750 rsurface.vertex3f_bufferoffset = 0;
9751 rsurface.svector3f = rsurface.array_deformedsvector3f;
9752 rsurface.svector3f_bufferobject = 0;
9753 rsurface.svector3f_bufferoffset = 0;
9754 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9755 rsurface.tvector3f_bufferobject = 0;
9756 rsurface.tvector3f_bufferoffset = 0;
9757 rsurface.normal3f = rsurface.array_deformednormal3f;
9758 rsurface.normal3f_bufferobject = 0;
9759 rsurface.normal3f_bufferoffset = 0;
9761 case Q3DEFORM_NORMAL:
9762 // deform the normals to make reflections wavey
9763 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9765 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9766 for (j = 0;j < surface->num_vertices;j++)
9769 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9770 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9771 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9772 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9773 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9774 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9775 VectorNormalize(normal);
9777 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9779 rsurface.svector3f = rsurface.array_deformedsvector3f;
9780 rsurface.svector3f_bufferobject = 0;
9781 rsurface.svector3f_bufferoffset = 0;
9782 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9783 rsurface.tvector3f_bufferobject = 0;
9784 rsurface.tvector3f_bufferoffset = 0;
9785 rsurface.normal3f = rsurface.array_deformednormal3f;
9786 rsurface.normal3f_bufferobject = 0;
9787 rsurface.normal3f_bufferoffset = 0;
9790 // deform vertex array to make wavey water and flags and such
9791 waveparms[0] = deform->waveparms[0];
9792 waveparms[1] = deform->waveparms[1];
9793 waveparms[2] = deform->waveparms[2];
9794 waveparms[3] = deform->waveparms[3];
9795 // this is how a divisor of vertex influence on deformation
9796 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9797 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9798 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9800 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9801 for (j = 0;j < surface->num_vertices;j++)
9803 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9804 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9805 // if the wavefunc depends on time, evaluate it per-vertex
9808 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9809 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9811 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9814 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9815 rsurface.vertex3f_bufferobject = 0;
9816 rsurface.vertex3f_bufferoffset = 0;
9818 case Q3DEFORM_BULGE:
9819 // deform vertex array to make the surface have moving bulges
9820 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9822 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9823 for (j = 0;j < surface->num_vertices;j++)
9825 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9826 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9829 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9830 rsurface.vertex3f_bufferobject = 0;
9831 rsurface.vertex3f_bufferoffset = 0;
9834 // deform vertex array
9835 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9836 VectorScale(deform->parms, scale, waveparms);
9837 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9839 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9840 for (j = 0;j < surface->num_vertices;j++)
9841 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9843 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9844 rsurface.vertex3f_bufferobject = 0;
9845 rsurface.vertex3f_bufferoffset = 0;
9849 // generate texcoords based on the chosen texcoord source
9850 switch(rsurface.texture->tcgen.tcgen)
9853 case Q3TCGEN_TEXTURE:
9854 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9855 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9856 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9858 case Q3TCGEN_LIGHTMAP:
9859 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9860 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9861 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9863 case Q3TCGEN_VECTOR:
9864 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9866 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9867 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9869 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9870 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9873 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9874 rsurface.texcoordtexture2f_bufferobject = 0;
9875 rsurface.texcoordtexture2f_bufferoffset = 0;
9877 case Q3TCGEN_ENVIRONMENT:
9878 // make environment reflections using a spheremap
9879 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9881 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9882 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9883 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9884 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9885 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9887 // identical to Q3A's method, but executed in worldspace so
9888 // carried models can be shiny too
9890 float viewer[3], d, reflected[3], worldreflected[3];
9892 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9893 // VectorNormalize(viewer);
9895 d = DotProduct(normal, viewer);
9897 reflected[0] = normal[0]*2*d - viewer[0];
9898 reflected[1] = normal[1]*2*d - viewer[1];
9899 reflected[2] = normal[2]*2*d - viewer[2];
9900 // note: this is proportinal to viewer, so we can normalize later
9902 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9903 VectorNormalize(worldreflected);
9905 // note: this sphere map only uses world x and z!
9906 // so positive and negative y will LOOK THE SAME.
9907 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9908 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9911 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9912 rsurface.texcoordtexture2f_bufferobject = 0;
9913 rsurface.texcoordtexture2f_bufferoffset = 0;
9916 // the only tcmod that needs software vertex processing is turbulent, so
9917 // check for it here and apply the changes if needed
9918 // and we only support that as the first one
9919 // (handling a mixture of turbulent and other tcmods would be problematic
9920 // without punting it entirely to a software path)
9921 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9923 amplitude = rsurface.texture->tcmods[0].parms[1];
9924 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9925 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9927 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9928 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9930 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9931 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9934 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9935 rsurface.texcoordtexture2f_bufferobject = 0;
9936 rsurface.texcoordtexture2f_bufferoffset = 0;
9938 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9939 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9940 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9941 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9944 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9947 const msurface_t *surface = texturesurfacelist[0];
9948 const msurface_t *surface2;
9953 // TODO: lock all array ranges before render, rather than on each surface
9954 if (texturenumsurfaces == 1)
9955 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9956 else if (r_batchmode.integer == 2)
9958 #define MAXBATCHTRIANGLES 4096
9959 int batchtriangles = 0;
9960 static int batchelements[MAXBATCHTRIANGLES*3];
9961 for (i = 0;i < texturenumsurfaces;i = j)
9963 surface = texturesurfacelist[i];
9965 if (surface->num_triangles > MAXBATCHTRIANGLES)
9967 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9970 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9971 batchtriangles = surface->num_triangles;
9972 firstvertex = surface->num_firstvertex;
9973 endvertex = surface->num_firstvertex + surface->num_vertices;
9974 for (;j < texturenumsurfaces;j++)
9976 surface2 = texturesurfacelist[j];
9977 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9979 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9980 batchtriangles += surface2->num_triangles;
9981 firstvertex = min(firstvertex, surface2->num_firstvertex);
9982 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9984 surface2 = texturesurfacelist[j-1];
9985 numvertices = endvertex - firstvertex;
9986 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9989 else if (r_batchmode.integer == 1)
9991 for (i = 0;i < texturenumsurfaces;i = j)
9993 surface = texturesurfacelist[i];
9994 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9995 if (texturesurfacelist[j] != surface2)
9997 surface2 = texturesurfacelist[j-1];
9998 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9999 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10000 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10005 for (i = 0;i < texturenumsurfaces;i++)
10007 surface = texturesurfacelist[i];
10008 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10013 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10015 switch(vid.renderpath)
10017 case RENDERPATH_CGGL:
10019 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10020 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10023 case RENDERPATH_GL20:
10024 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10025 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10027 case RENDERPATH_GL13:
10028 case RENDERPATH_GL11:
10029 R_Mesh_TexBind(0, surface->lightmaptexture);
10034 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10036 // pick the closest matching water plane and bind textures
10037 int planeindex, vertexindex;
10041 r_waterstate_waterplane_t *p, *bestp;
10044 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10047 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10049 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10050 d += fabs(PlaneDiff(vert, &p->plane));
10052 if (bestd > d || !bestp)
10058 switch(vid.renderpath)
10060 case RENDERPATH_CGGL:
10062 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10063 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10066 case RENDERPATH_GL20:
10067 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10068 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10070 case RENDERPATH_GL13:
10071 case RENDERPATH_GL11:
10076 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10079 const msurface_t *surface;
10080 if (r_waterstate.renderingscene)
10082 for (i = 0;i < texturenumsurfaces;i++)
10084 surface = texturesurfacelist[i];
10085 RSurf_BindLightmapForSurface(surface);
10086 RSurf_BindReflectionForSurface(surface);
10087 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10091 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10095 const msurface_t *surface = texturesurfacelist[0];
10096 const msurface_t *surface2;
10101 if (texturenumsurfaces == 1)
10103 RSurf_BindLightmapForSurface(surface);
10104 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10106 else if (r_batchmode.integer == 2)
10108 #define MAXBATCHTRIANGLES 4096
10109 int batchtriangles = 0;
10110 static int batchelements[MAXBATCHTRIANGLES*3];
10111 for (i = 0;i < texturenumsurfaces;i = j)
10113 surface = texturesurfacelist[i];
10114 RSurf_BindLightmapForSurface(surface);
10116 if (surface->num_triangles > MAXBATCHTRIANGLES)
10118 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10121 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10122 batchtriangles = surface->num_triangles;
10123 firstvertex = surface->num_firstvertex;
10124 endvertex = surface->num_firstvertex + surface->num_vertices;
10125 for (;j < texturenumsurfaces;j++)
10127 surface2 = texturesurfacelist[j];
10128 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10130 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10131 batchtriangles += surface2->num_triangles;
10132 firstvertex = min(firstvertex, surface2->num_firstvertex);
10133 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10135 surface2 = texturesurfacelist[j-1];
10136 numvertices = endvertex - firstvertex;
10137 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10140 else if (r_batchmode.integer == 1)
10143 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10144 for (i = 0;i < texturenumsurfaces;i = j)
10146 surface = texturesurfacelist[i];
10147 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10148 if (texturesurfacelist[j] != surface2)
10150 Con_Printf(" %i", j - i);
10153 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10155 for (i = 0;i < texturenumsurfaces;i = j)
10157 surface = texturesurfacelist[i];
10158 RSurf_BindLightmapForSurface(surface);
10159 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10160 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10163 Con_Printf(" %i", j - i);
10165 surface2 = texturesurfacelist[j-1];
10166 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10167 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10168 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10176 for (i = 0;i < texturenumsurfaces;i++)
10178 surface = texturesurfacelist[i];
10179 RSurf_BindLightmapForSurface(surface);
10180 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10185 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10188 int texturesurfaceindex;
10189 if (r_showsurfaces.integer == 2)
10191 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10193 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10194 for (j = 0;j < surface->num_triangles;j++)
10196 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10197 GL_Color(f, f, f, 1);
10198 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10204 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10206 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10207 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10208 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10209 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10214 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10216 int texturesurfaceindex;
10220 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10222 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10223 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10231 rsurface.lightmapcolor4f = rsurface.array_color4f;
10232 rsurface.lightmapcolor4f_bufferobject = 0;
10233 rsurface.lightmapcolor4f_bufferoffset = 0;
10236 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10238 int texturesurfaceindex;
10244 if (rsurface.lightmapcolor4f)
10246 // generate color arrays for the surfaces in this list
10247 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10249 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10250 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10252 f = RSurf_FogVertex(v);
10262 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10264 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10265 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10267 f = RSurf_FogVertex(v);
10275 rsurface.lightmapcolor4f = rsurface.array_color4f;
10276 rsurface.lightmapcolor4f_bufferobject = 0;
10277 rsurface.lightmapcolor4f_bufferoffset = 0;
10280 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10282 int texturesurfaceindex;
10288 if (!rsurface.lightmapcolor4f)
10290 // generate color arrays for the surfaces in this list
10291 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10293 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10294 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10296 f = RSurf_FogVertex(v);
10297 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10298 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10299 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10303 rsurface.lightmapcolor4f = rsurface.array_color4f;
10304 rsurface.lightmapcolor4f_bufferobject = 0;
10305 rsurface.lightmapcolor4f_bufferoffset = 0;
10308 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10310 int texturesurfaceindex;
10314 if (!rsurface.lightmapcolor4f)
10316 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10318 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10319 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10327 rsurface.lightmapcolor4f = rsurface.array_color4f;
10328 rsurface.lightmapcolor4f_bufferobject = 0;
10329 rsurface.lightmapcolor4f_bufferoffset = 0;
10332 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10334 int texturesurfaceindex;
10338 if (!rsurface.lightmapcolor4f)
10340 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10342 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10343 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10345 c2[0] = c[0] + r_refdef.scene.ambient;
10346 c2[1] = c[1] + r_refdef.scene.ambient;
10347 c2[2] = c[2] + r_refdef.scene.ambient;
10351 rsurface.lightmapcolor4f = rsurface.array_color4f;
10352 rsurface.lightmapcolor4f_bufferobject = 0;
10353 rsurface.lightmapcolor4f_bufferoffset = 0;
10356 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10359 rsurface.lightmapcolor4f = NULL;
10360 rsurface.lightmapcolor4f_bufferobject = 0;
10361 rsurface.lightmapcolor4f_bufferoffset = 0;
10362 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10363 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10364 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10365 GL_Color(r, g, b, a);
10366 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10369 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10371 // TODO: optimize applyfog && applycolor case
10372 // just apply fog if necessary, and tint the fog color array if necessary
10373 rsurface.lightmapcolor4f = NULL;
10374 rsurface.lightmapcolor4f_bufferobject = 0;
10375 rsurface.lightmapcolor4f_bufferoffset = 0;
10376 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10377 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10378 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10379 GL_Color(r, g, b, a);
10380 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10383 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10385 int texturesurfaceindex;
10389 if (texturesurfacelist[0]->lightmapinfo)
10391 // generate color arrays for the surfaces in this list
10392 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10394 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10395 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10397 if (surface->lightmapinfo->samples)
10399 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10400 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10401 VectorScale(lm, scale, c);
10402 if (surface->lightmapinfo->styles[1] != 255)
10404 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10406 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10407 VectorMA(c, scale, lm, c);
10408 if (surface->lightmapinfo->styles[2] != 255)
10411 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10412 VectorMA(c, scale, lm, c);
10413 if (surface->lightmapinfo->styles[3] != 255)
10416 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10417 VectorMA(c, scale, lm, c);
10427 rsurface.lightmapcolor4f = rsurface.array_color4f;
10428 rsurface.lightmapcolor4f_bufferobject = 0;
10429 rsurface.lightmapcolor4f_bufferoffset = 0;
10433 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10434 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10435 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10437 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10438 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10439 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10440 GL_Color(r, g, b, a);
10441 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10444 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10446 int texturesurfaceindex;
10453 vec3_t ambientcolor;
10454 vec3_t diffusecolor;
10458 VectorCopy(rsurface.modellight_lightdir, lightdir);
10459 f = 0.5f * r_refdef.lightmapintensity;
10460 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10461 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10462 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10463 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10464 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10465 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10467 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10469 // generate color arrays for the surfaces in this list
10470 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10472 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10473 int numverts = surface->num_vertices;
10474 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10475 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10476 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10477 // q3-style directional shading
10478 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10480 if ((f = DotProduct(n, lightdir)) > 0)
10481 VectorMA(ambientcolor, f, diffusecolor, c);
10483 VectorCopy(ambientcolor, c);
10491 rsurface.lightmapcolor4f = rsurface.array_color4f;
10492 rsurface.lightmapcolor4f_bufferobject = 0;
10493 rsurface.lightmapcolor4f_bufferoffset = 0;
10494 *applycolor = false;
10498 *r = ambientcolor[0];
10499 *g = ambientcolor[1];
10500 *b = ambientcolor[2];
10501 rsurface.lightmapcolor4f = NULL;
10502 rsurface.lightmapcolor4f_bufferobject = 0;
10503 rsurface.lightmapcolor4f_bufferoffset = 0;
10507 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10509 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10510 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10511 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10512 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10513 GL_Color(r, g, b, a);
10514 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10517 void RSurf_SetupDepthAndCulling(void)
10519 // submodels are biased to avoid z-fighting with world surfaces that they
10520 // may be exactly overlapping (avoids z-fighting artifacts on certain
10521 // doors and things in Quake maps)
10522 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10523 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10524 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10525 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10528 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10530 // transparent sky would be ridiculous
10531 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10533 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10534 skyrenderlater = true;
10535 RSurf_SetupDepthAndCulling();
10536 GL_DepthMask(true);
10537 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10538 // skymasking on them, and Quake3 never did sky masking (unlike
10539 // software Quake and software Quake2), so disable the sky masking
10540 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10541 // and skymasking also looks very bad when noclipping outside the
10542 // level, so don't use it then either.
10543 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10545 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10546 R_Mesh_ColorPointer(NULL, 0, 0);
10547 R_Mesh_ResetTextureState();
10548 if (skyrendermasked)
10550 R_SetupShader_DepthOrShadow();
10551 // depth-only (masking)
10552 GL_ColorMask(0,0,0,0);
10553 // just to make sure that braindead drivers don't draw
10554 // anything despite that colormask...
10555 GL_BlendFunc(GL_ZERO, GL_ONE);
10559 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10561 GL_BlendFunc(GL_ONE, GL_ZERO);
10563 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10564 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10565 if (skyrendermasked)
10566 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10568 R_Mesh_ResetTextureState();
10569 GL_Color(1, 1, 1, 1);
10572 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10573 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10574 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10576 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10578 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10581 // render screenspace normalmap to texture
10582 GL_DepthMask(true);
10583 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10584 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10586 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10588 // render water or distortion background, then blend surface on top
10589 GL_DepthMask(true);
10590 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10591 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10592 GL_DepthMask(false);
10593 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10594 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10595 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10597 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10601 // render surface normally
10602 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10603 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10604 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10605 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10606 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10607 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10609 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10613 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10615 // OpenGL 1.3 path - anything not completely ancient
10616 int texturesurfaceindex;
10617 qboolean applycolor;
10620 const texturelayer_t *layer;
10621 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10623 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10626 int layertexrgbscale;
10627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10629 if (layerindex == 0)
10630 GL_AlphaTest(true);
10633 GL_AlphaTest(false);
10634 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10637 GL_DepthMask(layer->depthmask && writedepth);
10638 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10639 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10641 layertexrgbscale = 4;
10642 VectorScale(layer->color, 0.25f, layercolor);
10644 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10646 layertexrgbscale = 2;
10647 VectorScale(layer->color, 0.5f, layercolor);
10651 layertexrgbscale = 1;
10652 VectorScale(layer->color, 1.0f, layercolor);
10654 layercolor[3] = layer->color[3];
10655 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10656 R_Mesh_ColorPointer(NULL, 0, 0);
10657 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10658 switch (layer->type)
10660 case TEXTURELAYERTYPE_LITTEXTURE:
10661 // single-pass lightmapped texture with 2x rgbscale
10662 R_Mesh_TexBind(0, r_texture_white);
10663 R_Mesh_TexMatrix(0, NULL);
10664 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10665 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10666 R_Mesh_TexBind(1, layer->texture);
10667 R_Mesh_TexMatrix(1, &layer->texmatrix);
10668 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10669 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10670 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10671 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10672 else if (rsurface.uselightmaptexture)
10673 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10675 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10677 case TEXTURELAYERTYPE_TEXTURE:
10678 // singletexture unlit texture with transparency support
10679 R_Mesh_TexBind(0, layer->texture);
10680 R_Mesh_TexMatrix(0, &layer->texmatrix);
10681 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10682 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10683 R_Mesh_TexBind(1, 0);
10684 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10685 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10687 case TEXTURELAYERTYPE_FOG:
10688 // singletexture fogging
10689 if (layer->texture)
10691 R_Mesh_TexBind(0, layer->texture);
10692 R_Mesh_TexMatrix(0, &layer->texmatrix);
10693 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10694 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10698 R_Mesh_TexBind(0, 0);
10699 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10701 R_Mesh_TexBind(1, 0);
10702 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10703 // generate a color array for the fog pass
10704 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10705 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10711 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10712 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10714 f = 1 - RSurf_FogVertex(v);
10715 c[0] = layercolor[0];
10716 c[1] = layercolor[1];
10717 c[2] = layercolor[2];
10718 c[3] = f * layercolor[3];
10721 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10724 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10728 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10730 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10731 GL_AlphaTest(false);
10735 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10737 // OpenGL 1.1 - crusty old voodoo path
10738 int texturesurfaceindex;
10741 const texturelayer_t *layer;
10742 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10744 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10746 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10748 if (layerindex == 0)
10749 GL_AlphaTest(true);
10752 GL_AlphaTest(false);
10753 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10756 GL_DepthMask(layer->depthmask && writedepth);
10757 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10758 R_Mesh_ColorPointer(NULL, 0, 0);
10759 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10760 switch (layer->type)
10762 case TEXTURELAYERTYPE_LITTEXTURE:
10763 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10765 // two-pass lit texture with 2x rgbscale
10766 // first the lightmap pass
10767 R_Mesh_TexBind(0, r_texture_white);
10768 R_Mesh_TexMatrix(0, NULL);
10769 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10770 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10771 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10772 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10773 else if (rsurface.uselightmaptexture)
10774 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10776 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10777 // then apply the texture to it
10778 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10779 R_Mesh_TexBind(0, layer->texture);
10780 R_Mesh_TexMatrix(0, &layer->texmatrix);
10781 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10782 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10783 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10787 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10788 R_Mesh_TexBind(0, layer->texture);
10789 R_Mesh_TexMatrix(0, &layer->texmatrix);
10790 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10791 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10792 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10793 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10795 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10798 case TEXTURELAYERTYPE_TEXTURE:
10799 // singletexture unlit texture with transparency support
10800 R_Mesh_TexBind(0, layer->texture);
10801 R_Mesh_TexMatrix(0, &layer->texmatrix);
10802 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10803 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10804 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10806 case TEXTURELAYERTYPE_FOG:
10807 // singletexture fogging
10808 if (layer->texture)
10810 R_Mesh_TexBind(0, layer->texture);
10811 R_Mesh_TexMatrix(0, &layer->texmatrix);
10812 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10813 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10817 R_Mesh_TexBind(0, 0);
10818 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10820 // generate a color array for the fog pass
10821 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10822 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10828 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10829 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10831 f = 1 - RSurf_FogVertex(v);
10832 c[0] = layer->color[0];
10833 c[1] = layer->color[1];
10834 c[2] = layer->color[2];
10835 c[3] = f * layer->color[3];
10838 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10841 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10845 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10847 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10848 GL_AlphaTest(false);
10852 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10856 GL_AlphaTest(false);
10857 R_Mesh_ColorPointer(NULL, 0, 0);
10858 R_Mesh_ResetTextureState();
10859 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10861 if(rsurface.texture && rsurface.texture->currentskinframe)
10863 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10864 c[3] *= rsurface.texture->currentalpha;
10874 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10876 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10877 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10878 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10881 // brighten it up (as texture value 127 means "unlit")
10882 c[0] *= 2 * r_refdef.view.colorscale;
10883 c[1] *= 2 * r_refdef.view.colorscale;
10884 c[2] *= 2 * r_refdef.view.colorscale;
10886 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10887 c[3] *= r_wateralpha.value;
10889 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10891 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10892 GL_DepthMask(false);
10894 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10896 GL_BlendFunc(GL_ONE, GL_ONE);
10897 GL_DepthMask(false);
10899 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10901 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10902 GL_DepthMask(false);
10904 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10906 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10907 GL_DepthMask(false);
10911 GL_BlendFunc(GL_ONE, GL_ZERO);
10912 GL_DepthMask(writedepth);
10915 rsurface.lightmapcolor4f = NULL;
10917 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10919 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10921 rsurface.lightmapcolor4f = NULL;
10922 rsurface.lightmapcolor4f_bufferobject = 0;
10923 rsurface.lightmapcolor4f_bufferoffset = 0;
10925 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10927 qboolean applycolor = true;
10930 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10932 r_refdef.lightmapintensity = 1;
10933 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10934 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10938 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10940 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10941 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10942 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10945 if(!rsurface.lightmapcolor4f)
10946 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10948 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10949 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10950 if(r_refdef.fogenabled)
10951 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10953 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10954 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10957 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10960 RSurf_SetupDepthAndCulling();
10961 if (r_showsurfaces.integer == 3 && !prepass)
10963 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10966 switch (vid.renderpath)
10968 case RENDERPATH_GL20:
10969 case RENDERPATH_CGGL:
10970 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10972 case RENDERPATH_GL13:
10973 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10975 case RENDERPATH_GL11:
10976 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10982 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10985 RSurf_SetupDepthAndCulling();
10986 if (r_showsurfaces.integer == 3 && !prepass)
10988 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10991 switch (vid.renderpath)
10993 case RENDERPATH_GL20:
10994 case RENDERPATH_CGGL:
10995 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10997 case RENDERPATH_GL13:
10998 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11000 case RENDERPATH_GL11:
11001 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11007 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11010 int texturenumsurfaces, endsurface;
11011 texture_t *texture;
11012 const msurface_t *surface;
11013 const msurface_t *texturesurfacelist[256];
11015 // if the model is static it doesn't matter what value we give for
11016 // wantnormals and wanttangents, so this logic uses only rules applicable
11017 // to a model, knowing that they are meaningless otherwise
11018 if (ent == r_refdef.scene.worldentity)
11019 RSurf_ActiveWorldEntity();
11020 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11021 RSurf_ActiveModelEntity(ent, false, false, false);
11024 switch (vid.renderpath)
11026 case RENDERPATH_GL20:
11027 case RENDERPATH_CGGL:
11028 RSurf_ActiveModelEntity(ent, true, true, false);
11030 case RENDERPATH_GL13:
11031 case RENDERPATH_GL11:
11032 RSurf_ActiveModelEntity(ent, true, false, false);
11037 if (r_transparentdepthmasking.integer)
11039 qboolean setup = false;
11040 for (i = 0;i < numsurfaces;i = j)
11043 surface = rsurface.modelsurfaces + surfacelist[i];
11044 texture = surface->texture;
11045 rsurface.texture = R_GetCurrentTexture(texture);
11046 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11047 // scan ahead until we find a different texture
11048 endsurface = min(i + 1024, numsurfaces);
11049 texturenumsurfaces = 0;
11050 texturesurfacelist[texturenumsurfaces++] = surface;
11051 for (;j < endsurface;j++)
11053 surface = rsurface.modelsurfaces + surfacelist[j];
11054 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11056 texturesurfacelist[texturenumsurfaces++] = surface;
11058 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11060 // render the range of surfaces as depth
11064 GL_ColorMask(0,0,0,0);
11066 GL_DepthTest(true);
11067 GL_BlendFunc(GL_ONE, GL_ZERO);
11068 GL_DepthMask(true);
11069 GL_AlphaTest(false);
11070 R_Mesh_ColorPointer(NULL, 0, 0);
11071 R_Mesh_ResetTextureState();
11072 R_SetupShader_DepthOrShadow();
11074 RSurf_SetupDepthAndCulling();
11075 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11076 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11079 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11082 for (i = 0;i < numsurfaces;i = j)
11085 surface = rsurface.modelsurfaces + surfacelist[i];
11086 texture = surface->texture;
11087 rsurface.texture = R_GetCurrentTexture(texture);
11088 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11089 // scan ahead until we find a different texture
11090 endsurface = min(i + 1024, numsurfaces);
11091 texturenumsurfaces = 0;
11092 texturesurfacelist[texturenumsurfaces++] = surface;
11093 for (;j < endsurface;j++)
11095 surface = rsurface.modelsurfaces + surfacelist[j];
11096 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11098 texturesurfacelist[texturenumsurfaces++] = surface;
11100 // render the range of surfaces
11101 if (ent == r_refdef.scene.worldentity)
11102 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11104 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11106 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11107 GL_AlphaTest(false);
11110 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11112 // transparent surfaces get pushed off into the transparent queue
11113 int surfacelistindex;
11114 const msurface_t *surface;
11115 vec3_t tempcenter, center;
11116 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11118 surface = texturesurfacelist[surfacelistindex];
11119 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11120 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11121 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11122 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11123 if (queueentity->transparent_offset) // transparent offset
11125 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11126 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11127 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11129 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11133 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11135 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11139 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11141 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11143 RSurf_SetupDepthAndCulling();
11144 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11145 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11149 if (!rsurface.texture->currentnumlayers)
11151 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11152 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11154 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11156 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11158 RSurf_SetupDepthAndCulling();
11159 GL_AlphaTest(false);
11160 R_Mesh_ColorPointer(NULL, 0, 0);
11161 R_Mesh_ResetTextureState();
11162 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11163 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11164 GL_DepthMask(true);
11165 GL_BlendFunc(GL_ONE, GL_ZERO);
11166 GL_Color(0, 0, 0, 1);
11167 GL_DepthTest(writedepth);
11168 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11170 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11172 RSurf_SetupDepthAndCulling();
11173 GL_AlphaTest(false);
11174 R_Mesh_ColorPointer(NULL, 0, 0);
11175 R_Mesh_ResetTextureState();
11176 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11177 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11178 GL_DepthMask(true);
11179 GL_BlendFunc(GL_ONE, GL_ZERO);
11180 GL_DepthTest(true);
11181 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11183 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11184 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11185 else if (!rsurface.texture->currentnumlayers)
11187 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11189 // in the deferred case, transparent surfaces were queued during prepass
11190 if (!r_shadow_usingdeferredprepass)
11191 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11195 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11196 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11201 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11204 texture_t *texture;
11205 // break the surface list down into batches by texture and use of lightmapping
11206 for (i = 0;i < numsurfaces;i = j)
11209 // texture is the base texture pointer, rsurface.texture is the
11210 // current frame/skin the texture is directing us to use (for example
11211 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11212 // use skin 1 instead)
11213 texture = surfacelist[i]->texture;
11214 rsurface.texture = R_GetCurrentTexture(texture);
11215 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11216 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11218 // if this texture is not the kind we want, skip ahead to the next one
11219 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11223 // simply scan ahead until we find a different texture or lightmap state
11224 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11226 // render the range of surfaces
11227 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11231 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11236 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11238 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11240 RSurf_SetupDepthAndCulling();
11241 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11242 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11246 if (!rsurface.texture->currentnumlayers)
11248 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11249 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11251 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11253 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11255 RSurf_SetupDepthAndCulling();
11256 GL_AlphaTest(false);
11257 R_Mesh_ColorPointer(NULL, 0, 0);
11258 R_Mesh_ResetTextureState();
11259 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11260 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11261 GL_DepthMask(true);
11262 GL_BlendFunc(GL_ONE, GL_ZERO);
11263 GL_Color(0, 0, 0, 1);
11264 GL_DepthTest(writedepth);
11265 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11267 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11269 RSurf_SetupDepthAndCulling();
11270 GL_AlphaTest(false);
11271 R_Mesh_ColorPointer(NULL, 0, 0);
11272 R_Mesh_ResetTextureState();
11273 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11274 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11275 GL_DepthMask(true);
11276 GL_BlendFunc(GL_ONE, GL_ZERO);
11277 GL_DepthTest(true);
11278 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11280 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11281 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11282 else if (!rsurface.texture->currentnumlayers)
11284 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11286 // in the deferred case, transparent surfaces were queued during prepass
11287 if (!r_shadow_usingdeferredprepass)
11288 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11292 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11293 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11298 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11301 texture_t *texture;
11302 // break the surface list down into batches by texture and use of lightmapping
11303 for (i = 0;i < numsurfaces;i = j)
11306 // texture is the base texture pointer, rsurface.texture is the
11307 // current frame/skin the texture is directing us to use (for example
11308 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11309 // use skin 1 instead)
11310 texture = surfacelist[i]->texture;
11311 rsurface.texture = R_GetCurrentTexture(texture);
11312 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11313 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11315 // if this texture is not the kind we want, skip ahead to the next one
11316 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11320 // simply scan ahead until we find a different texture or lightmap state
11321 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11323 // render the range of surfaces
11324 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11328 float locboxvertex3f[6*4*3] =
11330 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11331 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11332 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11333 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11334 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11335 1,0,0, 0,0,0, 0,1,0, 1,1,0
11338 unsigned short locboxelements[6*2*3] =
11343 12,13,14, 12,14,15,
11344 16,17,18, 16,18,19,
11348 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11351 cl_locnode_t *loc = (cl_locnode_t *)ent;
11353 float vertex3f[6*4*3];
11355 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11356 GL_DepthMask(false);
11357 GL_DepthRange(0, 1);
11358 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11359 GL_DepthTest(true);
11360 GL_CullFace(GL_NONE);
11361 R_EntityMatrix(&identitymatrix);
11363 R_Mesh_VertexPointer(vertex3f, 0, 0);
11364 R_Mesh_ColorPointer(NULL, 0, 0);
11365 R_Mesh_ResetTextureState();
11366 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11368 i = surfacelist[0];
11369 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11370 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11371 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11372 surfacelist[0] < 0 ? 0.5f : 0.125f);
11374 if (VectorCompare(loc->mins, loc->maxs))
11376 VectorSet(size, 2, 2, 2);
11377 VectorMA(loc->mins, -0.5f, size, mins);
11381 VectorCopy(loc->mins, mins);
11382 VectorSubtract(loc->maxs, loc->mins, size);
11385 for (i = 0;i < 6*4*3;)
11386 for (j = 0;j < 3;j++, i++)
11387 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11389 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11392 void R_DrawLocs(void)
11395 cl_locnode_t *loc, *nearestloc;
11397 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11398 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11400 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11401 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11405 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11407 if (decalsystem->decals)
11408 Mem_Free(decalsystem->decals);
11409 memset(decalsystem, 0, sizeof(*decalsystem));
11412 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)
11415 tridecal_t *decals;
11419 // expand or initialize the system
11420 if (decalsystem->maxdecals <= decalsystem->numdecals)
11422 decalsystem_t old = *decalsystem;
11423 qboolean useshortelements;
11424 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11425 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11426 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)));
11427 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11428 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11429 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11430 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11431 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11432 if (decalsystem->numdecals)
11433 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11435 Mem_Free(old.decals);
11436 for (i = 0;i < decalsystem->maxdecals*3;i++)
11437 decalsystem->element3i[i] = i;
11438 if (useshortelements)
11439 for (i = 0;i < decalsystem->maxdecals*3;i++)
11440 decalsystem->element3s[i] = i;
11443 // grab a decal and search for another free slot for the next one
11444 maxdecals = decalsystem->maxdecals;
11445 decals = decalsystem->decals;
11446 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11447 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11449 decalsystem->freedecal = i;
11450 if (decalsystem->numdecals <= i)
11451 decalsystem->numdecals = i + 1;
11453 // initialize the decal
11455 decal->triangleindex = triangleindex;
11456 decal->surfaceindex = surfaceindex;
11457 decal->decalsequence = decalsequence;
11458 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11459 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11460 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11461 decal->color4ub[0][3] = 255;
11462 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11463 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11464 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11465 decal->color4ub[1][3] = 255;
11466 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11467 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11468 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11469 decal->color4ub[2][3] = 255;
11470 decal->vertex3f[0][0] = v0[0];
11471 decal->vertex3f[0][1] = v0[1];
11472 decal->vertex3f[0][2] = v0[2];
11473 decal->vertex3f[1][0] = v1[0];
11474 decal->vertex3f[1][1] = v1[1];
11475 decal->vertex3f[1][2] = v1[2];
11476 decal->vertex3f[2][0] = v2[0];
11477 decal->vertex3f[2][1] = v2[1];
11478 decal->vertex3f[2][2] = v2[2];
11479 decal->texcoord2f[0][0] = t0[0];
11480 decal->texcoord2f[0][1] = t0[1];
11481 decal->texcoord2f[1][0] = t1[0];
11482 decal->texcoord2f[1][1] = t1[1];
11483 decal->texcoord2f[2][0] = t2[0];
11484 decal->texcoord2f[2][1] = t2[1];
11487 extern cvar_t cl_decals_bias;
11488 extern cvar_t cl_decals_models;
11489 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11490 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)
11492 matrix4x4_t projection;
11493 decalsystem_t *decalsystem;
11496 const float *vertex3f;
11497 const msurface_t *surface;
11498 const msurface_t *surfaces;
11499 const int *surfacelist;
11500 const texture_t *texture;
11503 int numsurfacelist;
11504 int surfacelistindex;
11507 int decalsurfaceindex;
11512 float localorigin[3];
11513 float localnormal[3];
11514 float localmins[3];
11515 float localmaxs[3];
11522 float planes[6][4];
11524 float points[2][9][3];
11528 decalsystem = &ent->decalsystem;
11529 model = ent->model;
11530 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11532 R_DecalSystem_Reset(&ent->decalsystem);
11536 if (!model->brush.data_nodes && !cl_decals_models.integer)
11538 if (decalsystem->model)
11539 R_DecalSystem_Reset(decalsystem);
11543 if (decalsystem->model != model)
11544 R_DecalSystem_Reset(decalsystem);
11545 decalsystem->model = model;
11547 RSurf_ActiveModelEntity(ent, false, false, false);
11549 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11550 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11551 VectorNormalize(localnormal);
11552 localsize = worldsize*rsurface.inversematrixscale;
11553 ilocalsize = 1.0f / localsize;
11554 localmins[0] = localorigin[0] - localsize;
11555 localmins[1] = localorigin[1] - localsize;
11556 localmins[2] = localorigin[2] - localsize;
11557 localmaxs[0] = localorigin[0] + localsize;
11558 localmaxs[1] = localorigin[1] + localsize;
11559 localmaxs[2] = localorigin[2] + localsize;
11561 //VectorCopy(localnormal, planes[4]);
11562 //VectorVectors(planes[4], planes[2], planes[0]);
11563 AnglesFromVectors(angles, localnormal, NULL, false);
11564 AngleVectors(angles, planes[0], planes[2], planes[4]);
11565 VectorNegate(planes[0], planes[1]);
11566 VectorNegate(planes[2], planes[3]);
11567 VectorNegate(planes[4], planes[5]);
11568 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11569 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11570 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11571 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11572 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11573 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11578 matrix4x4_t forwardprojection;
11579 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11580 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11585 float projectionvector[4][3];
11586 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11587 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11588 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11589 projectionvector[0][0] = planes[0][0] * ilocalsize;
11590 projectionvector[0][1] = planes[1][0] * ilocalsize;
11591 projectionvector[0][2] = planes[2][0] * ilocalsize;
11592 projectionvector[1][0] = planes[0][1] * ilocalsize;
11593 projectionvector[1][1] = planes[1][1] * ilocalsize;
11594 projectionvector[1][2] = planes[2][1] * ilocalsize;
11595 projectionvector[2][0] = planes[0][2] * ilocalsize;
11596 projectionvector[2][1] = planes[1][2] * ilocalsize;
11597 projectionvector[2][2] = planes[2][2] * ilocalsize;
11598 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11599 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11600 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11601 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11605 dynamic = model->surfmesh.isanimated;
11606 vertex3f = rsurface.modelvertex3f;
11607 numsurfacelist = model->nummodelsurfaces;
11608 surfacelist = model->sortedmodelsurfaces;
11609 surfaces = model->data_surfaces;
11610 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11612 surfaceindex = surfacelist[surfacelistindex];
11613 surface = surfaces + surfaceindex;
11614 // check cull box first because it rejects more than any other check
11615 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11617 // skip transparent surfaces
11618 texture = surface->texture;
11619 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11621 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11623 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11624 numvertices = surface->num_vertices;
11625 numtriangles = surface->num_triangles;
11626 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11628 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11630 index = 3*e[cornerindex];
11631 VectorCopy(vertex3f + index, v[cornerindex]);
11634 //TriangleNormal(v[0], v[1], v[2], normal);
11635 //if (DotProduct(normal, localnormal) < 0.0f)
11637 // clip by each of the box planes formed from the projection matrix
11638 // if anything survives, we emit the decal
11639 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]);
11642 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]);
11645 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]);
11648 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]);
11651 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]);
11654 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]);
11657 // some part of the triangle survived, so we have to accept it...
11660 // dynamic always uses the original triangle
11662 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11664 index = 3*e[cornerindex];
11665 VectorCopy(vertex3f + index, v[cornerindex]);
11668 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11670 // convert vertex positions to texcoords
11671 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11672 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11673 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11674 // calculate distance fade from the projection origin
11675 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11676 f = bound(0.0f, f, 1.0f);
11677 c[cornerindex][0] = r * f;
11678 c[cornerindex][1] = g * f;
11679 c[cornerindex][2] = b * f;
11680 c[cornerindex][3] = 1.0f;
11681 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11684 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11686 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11687 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);
11692 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11693 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)
11695 int renderentityindex;
11696 float worldmins[3];
11697 float worldmaxs[3];
11698 entity_render_t *ent;
11700 if (!cl_decals_newsystem.integer)
11703 worldmins[0] = worldorigin[0] - worldsize;
11704 worldmins[1] = worldorigin[1] - worldsize;
11705 worldmins[2] = worldorigin[2] - worldsize;
11706 worldmaxs[0] = worldorigin[0] + worldsize;
11707 worldmaxs[1] = worldorigin[1] + worldsize;
11708 worldmaxs[2] = worldorigin[2] + worldsize;
11710 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11712 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11714 ent = r_refdef.scene.entities[renderentityindex];
11715 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11718 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11722 typedef struct r_decalsystem_splatqueue_s
11724 vec3_t worldorigin;
11725 vec3_t worldnormal;
11731 r_decalsystem_splatqueue_t;
11733 int r_decalsystem_numqueued = 0;
11734 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11736 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)
11738 r_decalsystem_splatqueue_t *queue;
11740 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11743 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11744 VectorCopy(worldorigin, queue->worldorigin);
11745 VectorCopy(worldnormal, queue->worldnormal);
11746 Vector4Set(queue->color, r, g, b, a);
11747 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11748 queue->worldsize = worldsize;
11749 queue->decalsequence = cl.decalsequence++;
11752 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11755 r_decalsystem_splatqueue_t *queue;
11757 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11758 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);
11759 r_decalsystem_numqueued = 0;
11762 extern cvar_t cl_decals_max;
11763 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11766 decalsystem_t *decalsystem = &ent->decalsystem;
11773 if (!decalsystem->numdecals)
11776 if (r_showsurfaces.integer)
11779 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11781 R_DecalSystem_Reset(decalsystem);
11785 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11786 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11788 if (decalsystem->lastupdatetime)
11789 frametime = (cl.time - decalsystem->lastupdatetime);
11792 decalsystem->lastupdatetime = cl.time;
11793 decal = decalsystem->decals;
11794 numdecals = decalsystem->numdecals;
11796 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11798 if (decal->color4ub[0][3])
11800 decal->lived += frametime;
11801 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11803 memset(decal, 0, sizeof(*decal));
11804 if (decalsystem->freedecal > i)
11805 decalsystem->freedecal = i;
11809 decal = decalsystem->decals;
11810 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11813 // collapse the array by shuffling the tail decals into the gaps
11816 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11817 decalsystem->freedecal++;
11818 if (decalsystem->freedecal == numdecals)
11820 decal[decalsystem->freedecal] = decal[--numdecals];
11823 decalsystem->numdecals = numdecals;
11825 if (numdecals <= 0)
11827 // if there are no decals left, reset decalsystem
11828 R_DecalSystem_Reset(decalsystem);
11832 extern skinframe_t *decalskinframe;
11833 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11836 decalsystem_t *decalsystem = &ent->decalsystem;
11846 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11849 numdecals = decalsystem->numdecals;
11853 if (r_showsurfaces.integer)
11856 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11858 R_DecalSystem_Reset(decalsystem);
11862 // if the model is static it doesn't matter what value we give for
11863 // wantnormals and wanttangents, so this logic uses only rules applicable
11864 // to a model, knowing that they are meaningless otherwise
11865 if (ent == r_refdef.scene.worldentity)
11866 RSurf_ActiveWorldEntity();
11868 RSurf_ActiveModelEntity(ent, false, false, false);
11870 decalsystem->lastupdatetime = cl.time;
11871 decal = decalsystem->decals;
11873 fadedelay = cl_decals_time.value;
11874 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11876 // update vertex positions for animated models
11877 v3f = decalsystem->vertex3f;
11878 c4f = decalsystem->color4f;
11879 t2f = decalsystem->texcoord2f;
11880 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11882 if (!decal->color4ub[0][3])
11885 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11888 // update color values for fading decals
11889 if (decal->lived >= cl_decals_time.value)
11891 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11892 alpha *= (1.0f/255.0f);
11895 alpha = 1.0f/255.0f;
11897 c4f[ 0] = decal->color4ub[0][0] * alpha;
11898 c4f[ 1] = decal->color4ub[0][1] * alpha;
11899 c4f[ 2] = decal->color4ub[0][2] * alpha;
11901 c4f[ 4] = decal->color4ub[1][0] * alpha;
11902 c4f[ 5] = decal->color4ub[1][1] * alpha;
11903 c4f[ 6] = decal->color4ub[1][2] * alpha;
11905 c4f[ 8] = decal->color4ub[2][0] * alpha;
11906 c4f[ 9] = decal->color4ub[2][1] * alpha;
11907 c4f[10] = decal->color4ub[2][2] * alpha;
11910 t2f[0] = decal->texcoord2f[0][0];
11911 t2f[1] = decal->texcoord2f[0][1];
11912 t2f[2] = decal->texcoord2f[1][0];
11913 t2f[3] = decal->texcoord2f[1][1];
11914 t2f[4] = decal->texcoord2f[2][0];
11915 t2f[5] = decal->texcoord2f[2][1];
11917 // update vertex positions for animated models
11918 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11920 e = rsurface.modelelement3i + 3*decal->triangleindex;
11921 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11922 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11923 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11927 VectorCopy(decal->vertex3f[0], v3f);
11928 VectorCopy(decal->vertex3f[1], v3f + 3);
11929 VectorCopy(decal->vertex3f[2], v3f + 6);
11940 r_refdef.stats.drawndecals += numtris;
11942 if (r_refdef.fogenabled)
11944 switch(vid.renderpath)
11946 case RENDERPATH_GL20:
11947 case RENDERPATH_CGGL:
11948 case RENDERPATH_GL13:
11949 case RENDERPATH_GL11:
11950 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11952 alpha = RSurf_FogVertex(v3f);
11961 // now render the decals all at once
11962 // (this assumes they all use one particle font texture!)
11963 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);
11964 R_Mesh_ResetTextureState();
11965 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11966 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11967 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11968 GL_DepthMask(false);
11969 GL_DepthRange(0, 1);
11970 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11971 GL_DepthTest(true);
11972 GL_CullFace(GL_NONE);
11973 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11974 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11975 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11979 static void R_DrawModelDecals(void)
11983 // fade faster when there are too many decals
11984 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11985 for (i = 0;i < r_refdef.scene.numentities;i++)
11986 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11988 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11989 for (i = 0;i < r_refdef.scene.numentities;i++)
11990 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11991 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11993 R_DecalSystem_ApplySplatEntitiesQueue();
11995 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11996 for (i = 0;i < r_refdef.scene.numentities;i++)
11997 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11999 r_refdef.stats.totaldecals += numdecals;
12001 if (r_showsurfaces.integer)
12004 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12006 for (i = 0;i < r_refdef.scene.numentities;i++)
12008 if (!r_refdef.viewcache.entityvisible[i])
12010 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12011 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12015 void R_DrawDebugModel(void)
12017 entity_render_t *ent = rsurface.entity;
12018 int i, j, k, l, flagsmask;
12019 const int *elements;
12021 const msurface_t *surface;
12022 dp_model_t *model = ent->model;
12025 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12027 R_Mesh_ColorPointer(NULL, 0, 0);
12028 R_Mesh_ResetTextureState();
12029 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12030 GL_DepthRange(0, 1);
12031 GL_DepthTest(!r_showdisabledepthtest.integer);
12032 GL_DepthMask(false);
12033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12035 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12037 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12038 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12040 if (brush->colbrushf && brush->colbrushf->numtriangles)
12042 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12043 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12044 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12047 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12049 if (surface->num_collisiontriangles)
12051 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12052 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12053 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12058 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12060 if (r_showtris.integer || r_shownormals.integer)
12062 if (r_showdisabledepthtest.integer)
12064 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12065 GL_DepthMask(false);
12069 GL_BlendFunc(GL_ONE, GL_ZERO);
12070 GL_DepthMask(true);
12072 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12074 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12076 rsurface.texture = R_GetCurrentTexture(surface->texture);
12077 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12079 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12080 if (r_showtris.value > 0)
12082 if (!rsurface.texture->currentlayers->depthmask)
12083 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12084 else if (ent == r_refdef.scene.worldentity)
12085 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12087 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12088 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12089 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12090 R_Mesh_ColorPointer(NULL, 0, 0);
12091 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12092 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12093 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12094 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12095 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12098 if (r_shownormals.value < 0)
12100 qglBegin(GL_LINES);
12101 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12103 VectorCopy(rsurface.vertex3f + l * 3, v);
12104 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12105 qglVertex3f(v[0], v[1], v[2]);
12106 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12107 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12108 qglVertex3f(v[0], v[1], v[2]);
12113 if (r_shownormals.value > 0)
12115 qglBegin(GL_LINES);
12116 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12118 VectorCopy(rsurface.vertex3f + l * 3, v);
12119 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12120 qglVertex3f(v[0], v[1], v[2]);
12121 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12122 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12123 qglVertex3f(v[0], v[1], v[2]);
12127 qglBegin(GL_LINES);
12128 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12130 VectorCopy(rsurface.vertex3f + l * 3, v);
12131 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12132 qglVertex3f(v[0], v[1], v[2]);
12133 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12134 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12135 qglVertex3f(v[0], v[1], v[2]);
12139 qglBegin(GL_LINES);
12140 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12142 VectorCopy(rsurface.vertex3f + l * 3, v);
12143 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12144 qglVertex3f(v[0], v[1], v[2]);
12145 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12146 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12147 qglVertex3f(v[0], v[1], v[2]);
12154 rsurface.texture = NULL;
12158 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12159 int r_maxsurfacelist = 0;
12160 const msurface_t **r_surfacelist = NULL;
12161 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12163 int i, j, endj, f, flagsmask;
12165 dp_model_t *model = r_refdef.scene.worldmodel;
12166 msurface_t *surfaces;
12167 unsigned char *update;
12168 int numsurfacelist = 0;
12172 if (r_maxsurfacelist < model->num_surfaces)
12174 r_maxsurfacelist = model->num_surfaces;
12176 Mem_Free((msurface_t**)r_surfacelist);
12177 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12180 RSurf_ActiveWorldEntity();
12182 surfaces = model->data_surfaces;
12183 update = model->brushq1.lightmapupdateflags;
12185 // update light styles on this submodel
12186 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12188 model_brush_lightstyleinfo_t *style;
12189 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12191 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12193 int *list = style->surfacelist;
12194 style->value = r_refdef.scene.lightstylevalue[style->style];
12195 for (j = 0;j < style->numsurfaces;j++)
12196 update[list[j]] = true;
12201 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12205 R_DrawDebugModel();
12206 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12212 rsurface.uselightmaptexture = false;
12213 rsurface.texture = NULL;
12214 rsurface.rtlight = NULL;
12215 numsurfacelist = 0;
12216 // add visible surfaces to draw list
12217 for (i = 0;i < model->nummodelsurfaces;i++)
12219 j = model->sortedmodelsurfaces[i];
12220 if (r_refdef.viewcache.world_surfacevisible[j])
12221 r_surfacelist[numsurfacelist++] = surfaces + j;
12223 // update lightmaps if needed
12224 if (model->brushq1.firstrender)
12226 model->brushq1.firstrender = false;
12227 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12229 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12233 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12234 if (r_refdef.viewcache.world_surfacevisible[j])
12236 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12238 // don't do anything if there were no surfaces
12239 if (!numsurfacelist)
12241 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12244 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12245 GL_AlphaTest(false);
12247 // add to stats if desired
12248 if (r_speeds.integer && !skysurfaces && !depthonly)
12250 r_refdef.stats.world_surfaces += numsurfacelist;
12251 for (j = 0;j < numsurfacelist;j++)
12252 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12255 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12258 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12260 int i, j, endj, f, flagsmask;
12262 dp_model_t *model = ent->model;
12263 msurface_t *surfaces;
12264 unsigned char *update;
12265 int numsurfacelist = 0;
12269 if (r_maxsurfacelist < model->num_surfaces)
12271 r_maxsurfacelist = model->num_surfaces;
12273 Mem_Free((msurface_t **)r_surfacelist);
12274 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12277 // if the model is static it doesn't matter what value we give for
12278 // wantnormals and wanttangents, so this logic uses only rules applicable
12279 // to a model, knowing that they are meaningless otherwise
12280 if (ent == r_refdef.scene.worldentity)
12281 RSurf_ActiveWorldEntity();
12282 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12283 RSurf_ActiveModelEntity(ent, false, false, false);
12285 RSurf_ActiveModelEntity(ent, true, true, true);
12286 else if (depthonly)
12287 RSurf_ActiveModelEntity(ent, false, false, false);
12290 switch (vid.renderpath)
12292 case RENDERPATH_GL20:
12293 case RENDERPATH_CGGL:
12294 RSurf_ActiveModelEntity(ent, true, true, false);
12296 case RENDERPATH_GL13:
12297 case RENDERPATH_GL11:
12298 RSurf_ActiveModelEntity(ent, true, false, false);
12303 surfaces = model->data_surfaces;
12304 update = model->brushq1.lightmapupdateflags;
12306 // update light styles
12307 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12309 model_brush_lightstyleinfo_t *style;
12310 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12312 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12314 int *list = style->surfacelist;
12315 style->value = r_refdef.scene.lightstylevalue[style->style];
12316 for (j = 0;j < style->numsurfaces;j++)
12317 update[list[j]] = true;
12322 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12326 R_DrawDebugModel();
12327 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12333 rsurface.uselightmaptexture = false;
12334 rsurface.texture = NULL;
12335 rsurface.rtlight = NULL;
12336 numsurfacelist = 0;
12337 // add visible surfaces to draw list
12338 for (i = 0;i < model->nummodelsurfaces;i++)
12339 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12340 // don't do anything if there were no surfaces
12341 if (!numsurfacelist)
12343 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12346 // update lightmaps if needed
12350 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12355 R_BuildLightMap(ent, surfaces + j);
12360 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12362 R_BuildLightMap(ent, surfaces + j);
12363 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12364 GL_AlphaTest(false);
12366 // add to stats if desired
12367 if (r_speeds.integer && !skysurfaces && !depthonly)
12369 r_refdef.stats.entities_surfaces += numsurfacelist;
12370 for (j = 0;j < numsurfacelist;j++)
12371 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12374 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12377 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12379 static texture_t texture;
12380 static msurface_t surface;
12381 const msurface_t *surfacelist = &surface;
12383 // fake enough texture and surface state to render this geometry
12385 texture.update_lastrenderframe = -1; // regenerate this texture
12386 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12387 texture.currentskinframe = skinframe;
12388 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12389 texture.specularscalemod = 1;
12390 texture.specularpowermod = 1;
12392 surface.texture = &texture;
12393 surface.num_triangles = numtriangles;
12394 surface.num_firsttriangle = firsttriangle;
12395 surface.num_vertices = numvertices;
12396 surface.num_firstvertex = firstvertex;
12399 rsurface.texture = R_GetCurrentTexture(surface.texture);
12400 rsurface.uselightmaptexture = false;
12401 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12404 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)
12406 static msurface_t surface;
12407 const msurface_t *surfacelist = &surface;
12409 // fake enough texture and surface state to render this geometry
12411 surface.texture = texture;
12412 surface.num_triangles = numtriangles;
12413 surface.num_firsttriangle = firsttriangle;
12414 surface.num_vertices = numvertices;
12415 surface.num_firstvertex = firstvertex;
12418 rsurface.texture = R_GetCurrentTexture(surface.texture);
12419 rsurface.uselightmaptexture = false;
12420 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);