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_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
96 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
97 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"};
98 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"};
99 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
101 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
102 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
103 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"};
105 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
106 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
107 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
108 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
109 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
110 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
111 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
112 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
114 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)"};
115 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"};
117 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
124 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
125 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
127 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)"};
128 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
129 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
130 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
131 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
132 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)"};
133 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)"};
134 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)"};
135 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)"};
137 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)"};
138 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
139 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"};
140 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
141 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
143 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
144 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
145 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
146 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
148 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
149 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
150 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
151 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
152 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
153 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
154 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
156 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
157 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
158 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
159 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)"};
161 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"};
163 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"};
165 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
167 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
168 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
169 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"};
170 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
171 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
172 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
173 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
174 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)"};
176 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
178 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)"};
180 extern cvar_t v_glslgamma;
182 extern qboolean v_flipped_state;
184 static struct r_bloomstate_s
189 int bloomwidth, bloomheight;
191 int screentexturewidth, screentextureheight;
192 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
194 int bloomtexturewidth, bloomtextureheight;
195 rtexture_t *texture_bloom;
197 // arrays for rendering the screen passes
198 float screentexcoord2f[8];
199 float bloomtexcoord2f[8];
200 float offsettexcoord2f[8];
202 r_viewport_t viewport;
206 r_waterstate_t r_waterstate;
208 /// shadow volume bsp struct with automatically growing nodes buffer
211 rtexture_t *r_texture_blanknormalmap;
212 rtexture_t *r_texture_white;
213 rtexture_t *r_texture_grey128;
214 rtexture_t *r_texture_black;
215 rtexture_t *r_texture_notexture;
216 rtexture_t *r_texture_whitecube;
217 rtexture_t *r_texture_normalizationcube;
218 rtexture_t *r_texture_fogattenuation;
219 rtexture_t *r_texture_gammaramps;
220 unsigned int r_texture_gammaramps_serial;
221 //rtexture_t *r_texture_fogintensity;
222 rtexture_t *r_texture_reflectcube;
224 // TODO: hash lookups?
225 typedef struct cubemapinfo_s
232 int r_texture_numcubemaps;
233 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
235 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
236 unsigned int r_numqueries;
237 unsigned int r_maxqueries;
239 typedef struct r_qwskincache_s
241 char name[MAX_QPATH];
242 skinframe_t *skinframe;
246 static r_qwskincache_t *r_qwskincache;
247 static int r_qwskincache_size;
249 /// vertex coordinates for a quad that covers the screen exactly
250 const float r_screenvertex3f[12] =
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
261 for (i = 0;i < verts;i++)
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
275 for (i = 0;i < verts;i++)
285 // FIXME: move this to client?
288 if (gamemode == GAME_NEHAHRA)
290 Cvar_Set("gl_fogenable", "0");
291 Cvar_Set("gl_fogdensity", "0.2");
292 Cvar_Set("gl_fogred", "0.3");
293 Cvar_Set("gl_foggreen", "0.3");
294 Cvar_Set("gl_fogblue", "0.3");
296 r_refdef.fog_density = 0;
297 r_refdef.fog_red = 0;
298 r_refdef.fog_green = 0;
299 r_refdef.fog_blue = 0;
300 r_refdef.fog_alpha = 1;
301 r_refdef.fog_start = 0;
302 r_refdef.fog_end = 16384;
303 r_refdef.fog_height = 1<<30;
304 r_refdef.fog_fadedepth = 128;
307 static void R_BuildBlankTextures(void)
309 unsigned char data[4];
310 data[2] = 128; // normal X
311 data[1] = 128; // normal Y
312 data[0] = 255; // normal Z
313 data[3] = 128; // height
314 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
332 static void R_BuildNoTexture(void)
335 unsigned char pix[16][16][4];
336 // this makes a light grey/dark grey checkerboard texture
337 for (y = 0;y < 16;y++)
339 for (x = 0;x < 16;x++)
341 if ((y < 8) ^ (x < 8))
357 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
360 static void R_BuildWhiteCube(void)
362 unsigned char data[6*1*1*4];
363 memset(data, 255, sizeof(data));
364 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
367 static void R_BuildNormalizationCube(void)
371 vec_t s, t, intensity;
374 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375 for (side = 0;side < 6;side++)
377 for (y = 0;y < NORMSIZE;y++)
379 for (x = 0;x < NORMSIZE;x++)
381 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
417 intensity = 127.0f / sqrt(DotProduct(v, v));
418 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421 data[((side*64+y)*64+x)*4+3] = 255;
425 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
429 static void R_BuildFogTexture(void)
433 unsigned char data1[FOGWIDTH][4];
434 //unsigned char data2[FOGWIDTH][4];
437 r_refdef.fogmasktable_start = r_refdef.fog_start;
438 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439 r_refdef.fogmasktable_range = r_refdef.fogrange;
440 r_refdef.fogmasktable_density = r_refdef.fog_density;
442 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
445 d = (x * r - r_refdef.fogmasktable_start);
446 if(developer_extra.integer)
447 Con_DPrintf("%f ", d);
449 if (r_fog_exp2.integer)
450 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
452 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453 if(developer_extra.integer)
454 Con_DPrintf(" : %f ", alpha);
455 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456 if(developer_extra.integer)
457 Con_DPrintf(" = %f\n", alpha);
458 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
461 for (x = 0;x < FOGWIDTH;x++)
463 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
468 //data2[x][0] = 255 - b;
469 //data2[x][1] = 255 - b;
470 //data2[x][2] = 255 - b;
473 if (r_texture_fogattenuation)
475 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
480 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);
481 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
485 //=======================================================================================================================================================
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "# extension GL_EXT_gpu_shader4 : enable\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "# extension GL_ARB_texture_gather : enable\n"
513 "# ifdef GL_AMD_texture_texture4\n"
514 "# extension GL_AMD_texture_texture4 : enable\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
547 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
559 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
564 "#ifdef FRAGMENT_SHADER\n"
567 " gl_FragColor = gl_Color;\n"
570 "#else // !MODE_SHOWDEPTH\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
579 "#ifdef VERTEX_SHADER\n"
582 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
585 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
593 "uniform sampler2D Texture_Second;\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
613 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
615 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
617 "#ifdef USEVIEWTINT\n"
618 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// 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"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
628 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
629 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
632 "#ifdef USESATURATION\n"
633 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
639 "#ifdef USEGAMMARAMPS\n"
640 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
646 "#else // !MODE_POSTPROCESS\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
658 "#ifdef VERTEX_SHADER\n"
661 " gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 "#ifdef USESPECULAR\n"
666 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
682 " gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USESPECULAR\n"
688 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 " gl_FragColor *= tex2;\n"
693 " gl_FragColor += tex2;\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
701 "#else // !MODE_GENERIC\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
711 " gl_FrontColor = gl_Color;\n"
712 " TexCoord = gl_MultiTexCoord0.xy;\n"
713 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
724 " vec2 tc = TexCoord;\n"
725 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 " tc += BloomBlur_Parameters.xy;\n"
727 " for (i = 1;i < SAMPLES;i++)\n"
729 " color += texture2D(Texture_First, tc).rgb;\n"
730 " tc += BloomBlur_Parameters.xy;\n"
732 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
744 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
765 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 " // FIXME temporary hack to detect the case that the reflection\n"
770 " // gets blackened at edges due to leaving the area that contains actual\n"
772 " // Remove this 'ack once we have a better way to stop this thing from\n"
774 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
782 "#else // !MODE_REFRACTION\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
797 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 " ModelViewProjectionPosition = gl_Position;\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
822 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 " // FIXME temporary hack to detect the case that the reflection\n"
828 " // gets blackened at edges due to leaving the area that contains actual\n"
830 " // Remove this 'ack once we have a better way to stop this thing from\n"
832 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
846 "#else // !MODE_WATER\n"
851 "// common definitions between vertex shader and fragment shader:\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
897 "uniform vec4 FogPlane;\n"
899 "#ifdef USESHADOWMAPORTHO\n"
900 "varying vec3 ShadowMapTC;\n"
907 "// 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"
909 "// fragment shader specific:\n"
910 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Color;\n"
914 "uniform sampler2D Texture_Gloss;\n"
916 "uniform sampler2D Texture_Glow;\n"
918 "#ifdef USEVERTEXTEXTUREBLEND\n"
919 "uniform sampler2D Texture_SecondaryNormal;\n"
920 "uniform sampler2D Texture_SecondaryColor;\n"
921 "uniform sampler2D Texture_SecondaryGloss;\n"
923 "uniform sampler2D Texture_SecondaryGlow;\n"
926 "#ifdef USECOLORMAPPING\n"
927 "uniform sampler2D Texture_Pants;\n"
928 "uniform sampler2D Texture_Shirt;\n"
931 "uniform sampler2D Texture_FogMask;\n"
933 "#ifdef USELIGHTMAP\n"
934 "uniform sampler2D Texture_Lightmap;\n"
936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
937 "uniform sampler2D Texture_Deluxemap;\n"
939 "#ifdef USEREFLECTION\n"
940 "uniform sampler2D Texture_Reflection;\n"
943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
944 "uniform sampler2D Texture_ScreenDepth;\n"
945 "uniform sampler2D Texture_ScreenNormalMap;\n"
947 "#ifdef USEDEFERREDLIGHTMAP\n"
948 "uniform sampler2D Texture_ScreenDiffuse;\n"
949 "uniform sampler2D Texture_ScreenSpecular;\n"
952 "uniform myhalf3 Color_Pants;\n"
953 "uniform myhalf3 Color_Shirt;\n"
954 "uniform myhalf3 FogColor;\n"
957 "uniform float FogRangeRecip;\n"
958 "uniform float FogPlaneViewDist;\n"
959 "uniform float FogHeightFade;\n"
960 "float FogVertex(void)\n"
962 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
963 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
965 "#ifdef USEFOGOUTSIDE\n"
966 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
968 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
970 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
974 "#ifdef USEOFFSETMAPPING\n"
975 "uniform float OffsetMapping_Scale;\n"
976 "vec2 OffsetMapping(vec2 TexCoord)\n"
978 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
979 " // 14 sample relief mapping: linear search and then binary search\n"
980 " // this basically steps forward a small amount repeatedly until it finds\n"
981 " // itself inside solid, then jitters forward and back using decreasing\n"
982 " // amounts to find the impact\n"
983 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
984 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
986 " vec3 RT = vec3(TexCoord, 1);\n"
987 " OffsetVector *= 0.1;\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);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1001 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1004 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1005 " // this basically moves forward the full distance, and then backs up based\n"
1006 " // on height of samples\n"
1007 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1008 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1010 " TexCoord += OffsetVector;\n"
1011 " OffsetVector *= 0.333;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 " return TexCoord;\n"
1018 "#endif // USEOFFSETMAPPING\n"
1020 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1021 "uniform sampler2D Texture_Attenuation;\n"
1022 "uniform samplerCube Texture_Cube;\n"
1025 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1027 "#ifdef USESHADOWMAPRECT\n"
1028 "# ifdef USESHADOWSAMPLER\n"
1029 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1031 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1035 "#ifdef USESHADOWMAP2D\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1039 "uniform sampler2D Texture_ShadowMap2D;\n"
1043 "#ifdef USESHADOWMAPVSDCT\n"
1044 "uniform samplerCube Texture_CubeProjection;\n"
1047 "#ifdef USESHADOWMAPCUBE\n"
1048 "# ifdef USESHADOWSAMPLER\n"
1049 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1051 "uniform samplerCube Texture_ShadowMapCube;\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1056 "uniform vec2 ShadowMap_TextureScale;\n"
1057 "uniform vec4 ShadowMap_Parameters;\n"
1060 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1061 "# ifdef USESHADOWMAPORTHO\n"
1062 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1064 "# ifdef USESHADOWMAPVSDCT\n"
1065 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1067 " vec3 adir = abs(dir);\n"
1068 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1069 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1070 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1073 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 " vec3 adir = abs(dir);\n"
1076 " float ma = adir.z;\n"
1077 " vec4 proj = vec4(dir, 2.5);\n"
1078 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1079 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1080 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1081 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1085 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1087 "#ifdef USESHADOWMAPCUBE\n"
1088 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1090 " vec3 adir = abs(dir);\n"
1091 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1095 "# ifdef USESHADOWMAPRECT\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1098 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1100 "# ifdef USESHADOWSAMPLER\n"
1102 "# ifdef USESHADOWMAPPCF\n"
1103 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1104 " 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"
1106 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# if USESHADOWMAPPCF > 1\n"
1113 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1114 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1115 " 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"
1116 " 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"
1117 " 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"
1118 " 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"
1119 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1120 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1123 " vec2 offset = fract(shadowmaptc.xy);\n"
1124 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1125 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1126 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1127 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1128 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1131 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1135 "# ifdef USESHADOWMAPORTHO\n"
1136 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1143 "# ifdef USESHADOWMAP2D\n"
1144 "float ShadowMapCompare(vec3 dir)\n"
1146 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "# ifdef USESHADOWMAPPCF\n"
1151 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1152 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1153 " 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"
1155 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1158 "# ifdef USESHADOWMAPPCF\n"
1159 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1160 "# ifdef GL_ARB_texture_gather\n"
1161 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1163 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1165 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1166 " center *= ShadowMap_TextureScale;\n"
1167 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1168 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1169 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1170 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1171 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1172 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1173 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1175 "# ifdef GL_EXT_gpu_shader4\n"
1176 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1178 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1180 "# if USESHADOWMAPPCF > 1\n"
1181 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1182 " center *= ShadowMap_TextureScale;\n"
1183 " 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"
1184 " 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"
1185 " 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"
1186 " 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"
1187 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1188 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1190 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1191 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1192 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1193 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1194 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1195 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1199 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1202 "# ifdef USESHADOWMAPORTHO\n"
1203 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1210 "# ifdef USESHADOWMAPCUBE\n"
1211 "float ShadowMapCompare(vec3 dir)\n"
1213 " // apply depth texture cubemap as light filter\n"
1214 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1216 "# ifdef USESHADOWSAMPLER\n"
1217 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1219 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1224 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1225 "#endif // FRAGMENT_SHADER\n"
1230 "#ifdef MODE_DEFERREDGEOMETRY\n"
1231 "#ifdef VERTEX_SHADER\n"
1232 "uniform mat4 TexMatrix;\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "uniform mat4 BackgroundTexMatrix;\n"
1236 "uniform mat4 ModelViewMatrix;\n"
1239 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1240 "#ifdef USEVERTEXTEXTUREBLEND\n"
1241 " gl_FrontColor = gl_Color;\n"
1242 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1245 " // transform unnormalized eye direction into tangent space\n"
1246 "#ifdef USEOFFSETMAPPING\n"
1247 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1248 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1249 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1250 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1253 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1254 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1255 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1256 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1258 "#endif // VERTEX_SHADER\n"
1260 "#ifdef FRAGMENT_SHADER\n"
1263 "#ifdef USEOFFSETMAPPING\n"
1264 " // apply offsetmapping\n"
1265 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1266 "#define TexCoord TexCoordOffset\n"
1269 "#ifdef USEALPHAKILL\n"
1270 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1274 "#ifdef USEVERTEXTEXTUREBLEND\n"
1275 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1276 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1277 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1278 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1281 "#ifdef USEVERTEXTEXTUREBLEND\n"
1282 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1283 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1286 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1289 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1291 "#endif // FRAGMENT_SHADER\n"
1292 "#else // !MODE_DEFERREDGEOMETRY\n"
1297 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1298 "#ifdef VERTEX_SHADER\n"
1299 "uniform mat4 ModelViewMatrix;\n"
1302 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1303 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1305 "#endif // VERTEX_SHADER\n"
1307 "#ifdef FRAGMENT_SHADER\n"
1308 "uniform mat4 ViewToLight;\n"
1309 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1310 "uniform vec2 ScreenToDepth;\n"
1311 "uniform myhalf3 DeferredColor_Ambient;\n"
1312 "uniform myhalf3 DeferredColor_Diffuse;\n"
1313 "#ifdef USESPECULAR\n"
1314 "uniform myhalf3 DeferredColor_Specular;\n"
1315 "uniform myhalf SpecularPower;\n"
1317 "uniform myhalf2 PixelToScreenTexCoord;\n"
1320 " // calculate viewspace pixel position\n"
1321 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1323 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1324 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1325 " // decode viewspace pixel normal\n"
1326 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1327 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1328 " // surfacenormal = pixel normal in viewspace\n"
1329 " // LightVector = pixel to light in viewspace\n"
1330 " // CubeVector = position in lightspace\n"
1331 " // eyevector = pixel to view in viewspace\n"
1332 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1333 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1334 "#ifdef USEDIFFUSE\n"
1335 " // calculate diffuse shading\n"
1336 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1337 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1339 "#ifdef USESPECULAR\n"
1340 " // calculate directional shading\n"
1341 " vec3 eyevector = position * -1.0;\n"
1342 "# ifdef USEEXACTSPECULARMATH\n"
1343 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1345 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1346 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1350 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1351 " fade *= ShadowMapCompare(CubeVector);\n"
1354 "#ifdef USEDIFFUSE\n"
1355 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1357 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1359 "#ifdef USESPECULAR\n"
1360 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1362 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1365 "# ifdef USECUBEFILTER\n"
1366 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1367 " gl_FragData[0].rgb *= cubecolor;\n"
1368 " gl_FragData[1].rgb *= cubecolor;\n"
1371 "#endif // FRAGMENT_SHADER\n"
1372 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1377 "#ifdef VERTEX_SHADER\n"
1378 "uniform mat4 TexMatrix;\n"
1379 "#ifdef USEVERTEXTEXTUREBLEND\n"
1380 "uniform mat4 BackgroundTexMatrix;\n"
1382 "#ifdef MODE_LIGHTSOURCE\n"
1383 "uniform mat4 ModelToLight;\n"
1385 "#ifdef USESHADOWMAPORTHO\n"
1386 "uniform mat4 ShadowMapMatrix;\n"
1390 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1391 " gl_FrontColor = gl_Color;\n"
1393 " // copy the surface texcoord\n"
1394 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1395 "#ifdef USEVERTEXTEXTUREBLEND\n"
1396 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1398 "#ifdef USELIGHTMAP\n"
1399 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1402 "#ifdef MODE_LIGHTSOURCE\n"
1403 " // transform vertex position into light attenuation/cubemap space\n"
1404 " // (-1 to +1 across the light box)\n"
1405 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1407 "# ifdef USEDIFFUSE\n"
1408 " // transform unnormalized light direction into tangent space\n"
1409 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1410 " // normalize it per pixel)\n"
1411 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1412 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1413 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1414 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1418 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1419 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1420 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1421 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1424 " // transform unnormalized eye direction into tangent space\n"
1425 "#ifdef USEEYEVECTOR\n"
1426 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1427 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1428 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1429 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1433 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1434 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1437 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1438 " VectorS = gl_MultiTexCoord1.xyz;\n"
1439 " VectorT = gl_MultiTexCoord2.xyz;\n"
1440 " VectorR = gl_MultiTexCoord3.xyz;\n"
1443 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1444 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1446 "#ifdef USESHADOWMAPORTHO\n"
1447 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1450 "#ifdef USEREFLECTION\n"
1451 " ModelViewProjectionPosition = gl_Position;\n"
1454 "#endif // VERTEX_SHADER\n"
1459 "#ifdef FRAGMENT_SHADER\n"
1460 "#ifdef USEDEFERREDLIGHTMAP\n"
1461 "uniform myhalf2 PixelToScreenTexCoord;\n"
1462 "uniform myhalf3 DeferredMod_Diffuse;\n"
1463 "uniform myhalf3 DeferredMod_Specular;\n"
1465 "uniform myhalf3 Color_Ambient;\n"
1466 "uniform myhalf3 Color_Diffuse;\n"
1467 "uniform myhalf3 Color_Specular;\n"
1468 "uniform myhalf SpecularPower;\n"
1470 "uniform myhalf3 Color_Glow;\n"
1472 "uniform myhalf Alpha;\n"
1473 "#ifdef USEREFLECTION\n"
1474 "uniform vec4 DistortScaleRefractReflect;\n"
1475 "uniform vec4 ScreenScaleRefractReflect;\n"
1476 "uniform vec4 ScreenCenterRefractReflect;\n"
1477 "uniform myhalf4 ReflectColor;\n"
1479 "#ifdef USEREFLECTCUBE\n"
1480 "uniform mat4 ModelToReflectCube;\n"
1481 "uniform sampler2D Texture_ReflectMask;\n"
1482 "uniform samplerCube Texture_ReflectCube;\n"
1484 "#ifdef MODE_LIGHTDIRECTION\n"
1485 "uniform myhalf3 LightColor;\n"
1487 "#ifdef MODE_LIGHTSOURCE\n"
1488 "uniform myhalf3 LightColor;\n"
1492 "#ifdef USEOFFSETMAPPING\n"
1493 " // apply offsetmapping\n"
1494 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1495 "#define TexCoord TexCoordOffset\n"
1498 " // combine the diffuse textures (base, pants, shirt)\n"
1499 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1500 "#ifdef USEALPHAKILL\n"
1501 " if (color.a < 0.5)\n"
1504 " color.a *= Alpha;\n"
1505 "#ifdef USECOLORMAPPING\n"
1506 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1508 "#ifdef USEVERTEXTEXTUREBLEND\n"
1509 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1510 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1511 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1512 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1514 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1517 " // get the surface normal\n"
1518 "#ifdef USEVERTEXTEXTUREBLEND\n"
1519 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1521 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1524 " // get the material colors\n"
1525 " myhalf3 diffusetex = color.rgb;\n"
1526 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1527 "# ifdef USEVERTEXTEXTUREBLEND\n"
1528 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1530 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1534 "#ifdef USEREFLECTCUBE\n"
1535 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1536 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1537 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1538 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1544 "#ifdef MODE_LIGHTSOURCE\n"
1545 " // light source\n"
1546 "#ifdef USEDIFFUSE\n"
1547 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1548 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1549 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1550 "#ifdef USESPECULAR\n"
1551 "#ifdef USEEXACTSPECULARMATH\n"
1552 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1554 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1555 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1557 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1560 " color.rgb = diffusetex * Color_Ambient;\n"
1562 " color.rgb *= LightColor;\n"
1563 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1564 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1565 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1567 "# ifdef USECUBEFILTER\n"
1568 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1570 "#endif // MODE_LIGHTSOURCE\n"
1575 "#ifdef MODE_LIGHTDIRECTION\n"
1577 "#ifdef USEDIFFUSE\n"
1578 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1580 "#define lightcolor LightColor\n"
1581 "#endif // MODE_LIGHTDIRECTION\n"
1582 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1584 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1585 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1586 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1587 " // convert modelspace light vector to tangentspace\n"
1588 " myhalf3 lightnormal;\n"
1589 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1590 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1591 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1592 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1593 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1594 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1595 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1596 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1597 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1598 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1599 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1600 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1601 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1602 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1603 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1605 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1606 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1607 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1613 "#ifdef MODE_LIGHTMAP\n"
1614 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1615 "#endif // MODE_LIGHTMAP\n"
1616 "#ifdef MODE_VERTEXCOLOR\n"
1617 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1618 "#endif // MODE_VERTEXCOLOR\n"
1619 "#ifdef MODE_FLATCOLOR\n"
1620 " color.rgb = diffusetex * Color_Ambient;\n"
1621 "#endif // MODE_FLATCOLOR\n"
1627 "# ifdef USEDIFFUSE\n"
1628 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1629 "# ifdef USESPECULAR\n"
1630 "# ifdef USEEXACTSPECULARMATH\n"
1631 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1633 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1634 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1636 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1638 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1641 " color.rgb = diffusetex * Color_Ambient;\n"
1645 "#ifdef USESHADOWMAPORTHO\n"
1646 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1649 "#ifdef USEDEFERREDLIGHTMAP\n"
1650 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1651 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1652 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1656 "#ifdef USEVERTEXTEXTUREBLEND\n"
1657 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1659 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1664 "#ifdef MODE_LIGHTSOURCE\n"
1665 " color.rgb *= myhalf(FogVertex());\n"
1667 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1671 " // 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"
1672 "#ifdef USEREFLECTION\n"
1673 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1674 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1675 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1676 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1677 " // FIXME temporary hack to detect the case that the reflection\n"
1678 " // gets blackened at edges due to leaving the area that contains actual\n"
1680 " // Remove this 'ack once we have a better way to stop this thing from\n"
1682 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1683 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1685 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1686 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1687 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1690 " gl_FragColor = vec4(color);\n"
1692 "#endif // FRAGMENT_SHADER\n"
1694 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1695 "#endif // !MODE_DEFERREDGEOMETRY\n"
1696 "#endif // !MODE_WATER\n"
1697 "#endif // !MODE_REFRACTION\n"
1698 "#endif // !MODE_BLOOMBLUR\n"
1699 "#endif // !MODE_GENERIC\n"
1700 "#endif // !MODE_POSTPROCESS\n"
1701 "#endif // !MODE_SHOWDEPTH\n"
1702 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1706 =========================================================================================================================================================
1710 =========================================================================================================================================================
1714 =========================================================================================================================================================
1718 =========================================================================================================================================================
1722 =========================================================================================================================================================
1726 =========================================================================================================================================================
1730 =========================================================================================================================================================
1733 const char *builtincgshaderstring =
1734 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1735 "// written by Forest 'LordHavoc' Hale\n"
1736 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1738 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1741 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1742 "#define USELIGHTMAP\n"
1744 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1745 "#define USEEYEVECTOR\n"
1748 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1749 "#ifdef VERTEX_SHADER\n"
1752 "float4 gl_Vertex : POSITION,\n"
1753 "uniform float4x4 ModelViewProjectionMatrix,\n"
1754 "out float4 gl_Position : POSITION\n"
1757 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1760 "#else // !MODE_DEPTH_ORSHADOW\n"
1765 "#ifdef MODE_SHOWDEPTH\n"
1766 "#ifdef VERTEX_SHADER\n"
1769 "float4 gl_Vertex : POSITION,\n"
1770 "uniform float4x4 ModelViewProjectionMatrix,\n"
1771 "out float4 gl_Position : POSITION,\n"
1772 "out float4 gl_FrontColor : COLOR0\n"
1775 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1776 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1780 "#ifdef FRAGMENT_SHADER\n"
1783 "float4 gl_FrontColor : COLOR0,\n"
1784 "out float4 gl_FragColor : COLOR\n"
1787 " gl_FragColor = gl_FrontColor;\n"
1790 "#else // !MODE_SHOWDEPTH\n"
1795 "#ifdef MODE_POSTPROCESS\n"
1797 "#ifdef VERTEX_SHADER\n"
1800 "float4 gl_Vertex : POSITION,\n"
1801 "uniform float4x4 ModelViewProjectionMatrix,\n"
1802 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1803 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1804 "out float4 gl_Position : POSITION,\n"
1805 "out float2 TexCoord1 : TEXCOORD0,\n"
1806 "out float2 TexCoord2 : TEXCOORD1\n"
1809 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1810 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1812 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1817 "#ifdef FRAGMENT_SHADER\n"
1820 "float2 TexCoord1 : TEXCOORD0,\n"
1821 "float2 TexCoord2 : TEXCOORD1,\n"
1822 "uniform sampler2D Texture_First,\n"
1824 "uniform sampler2D Texture_Second,\n"
1826 "#ifdef USEGAMMARAMPS\n"
1827 "uniform sampler2D Texture_GammaRamps,\n"
1829 "#ifdef USESATURATION\n"
1830 "uniform float Saturation,\n"
1832 "#ifdef USEVIEWTINT\n"
1833 "uniform float4 ViewTintColor,\n"
1835 "uniform float4 UserVec1,\n"
1836 "uniform float4 UserVec2,\n"
1837 "uniform float4 UserVec3,\n"
1838 "uniform float4 UserVec4,\n"
1839 "uniform float ClientTime,\n"
1840 "uniform float2 PixelSize,\n"
1841 "out float4 gl_FragColor : COLOR\n"
1844 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1846 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1848 "#ifdef USEVIEWTINT\n"
1849 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1852 "#ifdef USEPOSTPROCESSING\n"
1853 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1854 "// 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"
1855 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1859 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1860 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1863 "#ifdef USESATURATION\n"
1864 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1865 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1866 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1867 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1870 "#ifdef USEGAMMARAMPS\n"
1871 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1872 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1873 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1877 "#else // !MODE_POSTPROCESS\n"
1882 "#ifdef MODE_GENERIC\n"
1883 "#ifdef VERTEX_SHADER\n"
1886 "float4 gl_Vertex : POSITION,\n"
1887 "uniform float4x4 ModelViewProjectionMatrix,\n"
1888 "float4 gl_Color : COLOR0,\n"
1889 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1890 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1891 "out float4 gl_Position : POSITION,\n"
1892 "out float4 gl_FrontColor : COLOR,\n"
1893 "out float2 TexCoord1 : TEXCOORD0,\n"
1894 "out float2 TexCoord2 : TEXCOORD1\n"
1897 " gl_FrontColor = gl_Color;\n"
1898 "#ifdef USEDIFFUSE\n"
1899 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1901 "#ifdef USESPECULAR\n"
1902 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1904 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1908 "#ifdef FRAGMENT_SHADER\n"
1912 "float4 gl_FrontColor : COLOR,\n"
1913 "float2 TexCoord1 : TEXCOORD0,\n"
1914 "float2 TexCoord2 : TEXCOORD1,\n"
1915 "#ifdef USEDIFFUSE\n"
1916 "uniform sampler2D Texture_First,\n"
1918 "#ifdef USESPECULAR\n"
1919 "uniform sampler2D Texture_Second,\n"
1921 "out float4 gl_FragColor : COLOR\n"
1924 " gl_FragColor = gl_FrontColor;\n"
1925 "#ifdef USEDIFFUSE\n"
1926 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1929 "#ifdef USESPECULAR\n"
1930 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1931 "# ifdef USECOLORMAPPING\n"
1932 " gl_FragColor *= tex2;\n"
1935 " gl_FragColor += tex2;\n"
1937 "# ifdef USEVERTEXTEXTUREBLEND\n"
1938 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1943 "#else // !MODE_GENERIC\n"
1948 "#ifdef MODE_BLOOMBLUR\n"
1949 "#ifdef VERTEX_SHADER\n"
1952 "float4 gl_Vertex : POSITION,\n"
1953 "uniform float4x4 ModelViewProjectionMatrix,\n"
1954 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1955 "out float4 gl_Position : POSITION,\n"
1956 "out float2 TexCoord : TEXCOORD0\n"
1959 " TexCoord = gl_MultiTexCoord0.xy;\n"
1960 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1964 "#ifdef FRAGMENT_SHADER\n"
1968 "float2 TexCoord : TEXCOORD0,\n"
1969 "uniform sampler2D Texture_First,\n"
1970 "uniform float4 BloomBlur_Parameters,\n"
1971 "out float4 gl_FragColor : COLOR\n"
1975 " float2 tc = TexCoord;\n"
1976 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1977 " tc += BloomBlur_Parameters.xy;\n"
1978 " for (i = 1;i < SAMPLES;i++)\n"
1980 " color += tex2D(Texture_First, tc).rgb;\n"
1981 " tc += BloomBlur_Parameters.xy;\n"
1983 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1986 "#else // !MODE_BLOOMBLUR\n"
1987 "#ifdef MODE_REFRACTION\n"
1988 "#ifdef VERTEX_SHADER\n"
1991 "float4 gl_Vertex : POSITION,\n"
1992 "uniform float4x4 ModelViewProjectionMatrix,\n"
1993 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1994 "uniform float4x4 TexMatrix,\n"
1995 "uniform float3 EyePosition,\n"
1996 "out float4 gl_Position : POSITION,\n"
1997 "out float2 TexCoord : TEXCOORD0,\n"
1998 "out float3 EyeVector : TEXCOORD1,\n"
1999 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2002 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2003 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2004 " ModelViewProjectionPosition = gl_Position;\n"
2008 "#ifdef FRAGMENT_SHADER\n"
2011 "float2 TexCoord : TEXCOORD0,\n"
2012 "float3 EyeVector : TEXCOORD1,\n"
2013 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2014 "uniform sampler2D Texture_Normal,\n"
2015 "uniform sampler2D Texture_Refraction,\n"
2016 "uniform sampler2D Texture_Reflection,\n"
2017 "uniform float4 DistortScaleRefractReflect,\n"
2018 "uniform float4 ScreenScaleRefractReflect,\n"
2019 "uniform float4 ScreenCenterRefractReflect,\n"
2020 "uniform float4 RefractColor,\n"
2021 "out float4 gl_FragColor : COLOR\n"
2024 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2025 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2027 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2028 " // FIXME temporary hack to detect the case that the reflection\n"
2029 " // gets blackened at edges due to leaving the area that contains actual\n"
2031 " // Remove this 'ack once we have a better way to stop this thing from\n"
2033 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2034 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2036 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2037 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2038 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2041 "#else // !MODE_REFRACTION\n"
2046 "#ifdef MODE_WATER\n"
2047 "#ifdef VERTEX_SHADER\n"
2051 "float4 gl_Vertex : POSITION,\n"
2052 "uniform float4x4 ModelViewProjectionMatrix,\n"
2053 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2054 "uniform float4x4 TexMatrix,\n"
2055 "uniform float3 EyePosition,\n"
2056 "out float4 gl_Position : POSITION,\n"
2057 "out float2 TexCoord : TEXCOORD0,\n"
2058 "out float3 EyeVector : TEXCOORD1,\n"
2059 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2062 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2063 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2064 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2065 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2066 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2067 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2068 " ModelViewProjectionPosition = gl_Position;\n"
2072 "#ifdef FRAGMENT_SHADER\n"
2075 "float2 TexCoord : TEXCOORD0,\n"
2076 "float3 EyeVector : TEXCOORD1,\n"
2077 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2078 "uniform sampler2D Texture_Normal,\n"
2079 "uniform sampler2D Texture_Refraction,\n"
2080 "uniform sampler2D Texture_Reflection,\n"
2081 "uniform float4 DistortScaleRefractReflect,\n"
2082 "uniform float4 ScreenScaleRefractReflect,\n"
2083 "uniform float4 ScreenCenterRefractReflect,\n"
2084 "uniform float4 RefractColor,\n"
2085 "uniform float4 ReflectColor,\n"
2086 "uniform float ReflectFactor,\n"
2087 "uniform float ReflectOffset,\n"
2088 "out float4 gl_FragColor : COLOR\n"
2091 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2092 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2094 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2095 " // FIXME temporary hack to detect the case that the reflection\n"
2096 " // gets blackened at edges due to leaving the area that contains actual\n"
2098 " // Remove this 'ack once we have a better way to stop this thing from\n"
2100 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2101 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2103 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2104 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2105 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2106 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2108 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2109 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2110 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2111 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2114 "#else // !MODE_WATER\n"
2119 "// 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"
2121 "// fragment shader specific:\n"
2122 "#ifdef FRAGMENT_SHADER\n"
2125 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2128 "#ifdef USEFOGOUTSIDE\n"
2129 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2131 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2133 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2137 "#ifdef USEOFFSETMAPPING\n"
2138 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2140 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2141 " // 14 sample relief mapping: linear search and then binary search\n"
2142 " // this basically steps forward a small amount repeatedly until it finds\n"
2143 " // itself inside solid, then jitters forward and back using decreasing\n"
2144 " // amounts to find the impact\n"
2145 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2146 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2148 " float3 RT = float3(TexCoord, 1);\n"
2149 " OffsetVector *= 0.1;\n"
2150 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2159 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2163 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2166 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2167 " // this basically moves forward the full distance, and then backs up based\n"
2168 " // on height of samples\n"
2169 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2170 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2171 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2172 " TexCoord += OffsetVector;\n"
2173 " OffsetVector *= 0.333;\n"
2174 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2177 " return TexCoord;\n"
2180 "#endif // USEOFFSETMAPPING\n"
2182 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2184 "# ifdef USESHADOWMAPORTHO\n"
2185 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2187 "# ifdef USESHADOWMAPVSDCT\n"
2188 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2190 " float3 adir = abs(dir);\n"
2191 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2192 " float4 proj = texCUBEe(Texture_CubeProjection, dir);\n"
2193 " return float3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2196 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2198 " float3 adir = abs(dir);\n"
2199 " float ma = adir.z;\n"
2200 " float4 proj = float4(dir, 2.5);\n"
2201 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2202 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2203 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2204 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2208 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2210 "#ifdef USESHADOWMAPCUBE\n"
2211 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2213 " float3 adir = abs(dir);\n"
2214 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2218 "# ifdef USESHADOWMAPRECT\n"
2219 "#ifdef USESHADOWMAPVSDCT\n"
2220 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2222 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2225 "#ifdef USESHADOWMAPVSDCT\n"
2226 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2228 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2231 "# ifdef USESHADOWSAMPLER\n"
2233 "# ifdef USESHADOWMAPPCF\n"
2234 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2235 " 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"
2237 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2242 "# ifdef USESHADOWMAPPCF\n"
2243 "# if USESHADOWMAPPCF > 1\n"
2244 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2245 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2246 " 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"
2247 " 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"
2248 " 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"
2249 " 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"
2250 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2251 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2253 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2254 " float2 offset = frac(shadowmaptc.xy);\n"
2255 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2256 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2257 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2258 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2259 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2262 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2266 "# ifdef USESHADOWMAPORTHO\n"
2267 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2274 "# ifdef USESHADOWMAP2D\n"
2275 "#ifdef USESHADOWMAPVSDCT\n"
2276 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2278 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2281 "#ifdef USESHADOWMAPVSDCT\n"
2282 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2284 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2288 "# ifdef USESHADOWSAMPLER\n"
2289 "# ifdef USESHADOWMAPPCF\n"
2290 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2291 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2292 " 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"
2294 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2297 "# ifdef USESHADOWMAPPCF\n"
2298 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2299 "# ifdef GL_ARB_texture_gather\n"
2300 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2302 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2304 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2305 " center *= ShadowMap_TextureScale;\n"
2306 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2307 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2308 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2309 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2310 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2311 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2312 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2314 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2315 "# if USESHADOWMAPPCF > 1\n"
2316 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2317 " center *= ShadowMap_TextureScale;\n"
2318 " 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"
2319 " 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"
2320 " 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"
2321 " 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"
2322 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2323 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2325 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2326 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2327 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2328 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2329 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2330 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2334 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2337 "# ifdef USESHADOWMAPORTHO\n"
2338 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2345 "# ifdef USESHADOWMAPCUBE\n"
2346 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2348 " // apply depth texture cubemap as light filter\n"
2349 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2351 "# ifdef USESHADOWSAMPLER\n"
2352 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2354 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2360 "#endif // FRAGMENT_SHADER\n"
2365 "#ifdef MODE_DEFERREDGEOMETRY\n"
2366 "#ifdef VERTEX_SHADER\n"
2369 "float4 gl_Vertex : POSITION,\n"
2370 "uniform float4x4 ModelViewProjectionMatrix,\n"
2371 "#ifdef USEVERTEXTEXTUREBLEND\n"
2372 "float4 gl_Color : COLOR0,\n"
2374 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2375 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2376 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2377 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2378 "uniform float4x4 TexMatrix,\n"
2379 "#ifdef USEVERTEXTEXTUREBLEND\n"
2380 "uniform float4x4 BackgroundTexMatrix,\n"
2382 "uniform float4x4 ModelViewMatrix,\n"
2383 "#ifdef USEOFFSETMAPPING\n"
2384 "uniform float3 EyePosition,\n"
2386 "out float4 gl_Position : POSITION,\n"
2387 "out float4 gl_FrontColor : COLOR,\n"
2388 "out float4 TexCoordBoth : TEXCOORD0,\n"
2389 "#ifdef USEOFFSETMAPPING\n"
2390 "out float3 EyeVector : TEXCOORD2,\n"
2392 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2393 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2394 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2397 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2398 "#ifdef USEVERTEXTEXTUREBLEND\n"
2399 " gl_FrontColor = gl_Color;\n"
2400 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2403 " // transform unnormalized eye direction into tangent space\n"
2404 "#ifdef USEOFFSETMAPPING\n"
2405 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2406 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2407 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2408 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2411 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2412 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2413 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2414 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2416 "#endif // VERTEX_SHADER\n"
2418 "#ifdef FRAGMENT_SHADER\n"
2421 "float4 TexCoordBoth : TEXCOORD0,\n"
2422 "float3 EyeVector : TEXCOORD2,\n"
2423 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2424 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2425 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2426 "uniform sampler2D Texture_Normal,\n"
2427 "#ifdef USEALPHAKILL\n"
2428 "uniform sampler2D Texture_Color,\n"
2430 "uniform sampler2D Texture_Gloss,\n"
2431 "#ifdef USEVERTEXTEXTUREBLEND\n"
2432 "uniform sampler2D Texture_SecondaryNormal,\n"
2433 "uniform sampler2D Texture_SecondaryGloss,\n"
2435 "#ifdef USEOFFSETMAPPING\n"
2436 "uniform float OffsetMapping_Scale,\n"
2438 "uniform half SpecularPower,\n"
2439 "out float4 gl_FragColor : COLOR\n"
2442 " float2 TexCoord = TexCoordBoth.xy;\n"
2443 "#ifdef USEOFFSETMAPPING\n"
2444 " // apply offsetmapping\n"
2445 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2446 "#define TexCoord TexCoordOffset\n"
2449 "#ifdef USEALPHAKILL\n"
2450 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2454 "#ifdef USEVERTEXTEXTUREBLEND\n"
2455 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2456 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2457 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2458 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2461 "#ifdef USEVERTEXTEXTUREBLEND\n"
2462 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2463 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2465 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2466 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2469 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2471 "#endif // FRAGMENT_SHADER\n"
2472 "#else // !MODE_DEFERREDGEOMETRY\n"
2477 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2478 "#ifdef VERTEX_SHADER\n"
2481 "float4 gl_Vertex : POSITION,\n"
2482 "uniform float4x4 ModelViewProjectionMatrix,\n"
2483 "uniform float4x4 ModelViewMatrix,\n"
2484 "out float4 gl_Position : POSITION,\n"
2485 "out float4 ModelViewPosition : TEXCOORD0\n"
2488 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2489 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2491 "#endif // VERTEX_SHADER\n"
2493 "#ifdef FRAGMENT_SHADER\n"
2496 "float2 Pixel : WPOS,\n"
2497 "float4 ModelViewPosition : TEXCOORD0,\n"
2498 "uniform float4x4 ViewToLight,\n"
2499 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2500 "uniform float3 LightPosition,\n"
2501 "uniform half2 PixelToScreenTexCoord,\n"
2502 "uniform half3 DeferredColor_Ambient,\n"
2503 "uniform half3 DeferredColor_Diffuse,\n"
2504 "#ifdef USESPECULAR\n"
2505 "uniform half3 DeferredColor_Specular,\n"
2506 "uniform half SpecularPower,\n"
2508 "uniform sampler2D Texture_Attenuation,\n"
2509 "uniform sampler2D Texture_ScreenDepth,\n"
2510 "uniform sampler2D Texture_ScreenNormalMap,\n"
2512 "#ifdef USESHADOWMAPRECT\n"
2513 "# ifdef USESHADOWSAMPLER\n"
2514 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2516 "uniform samplerRECT Texture_ShadowMapRect,\n"
2520 "#ifdef USESHADOWMAP2D\n"
2521 "# ifdef USESHADOWSAMPLER\n"
2522 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2524 "uniform sampler2D Texture_ShadowMap2D,\n"
2528 "#ifdef USESHADOWMAPVSDCT\n"
2529 "uniform samplerCUBE Texture_CubeProjection,\n"
2532 "#ifdef USESHADOWMAPCUBE\n"
2533 "# ifdef USESHADOWSAMPLER\n"
2534 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2536 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2540 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2541 "uniform float2 ShadowMap_TextureScale,\n"
2542 "uniform float4 ShadowMap_Parameters,\n"
2545 "out float4 gl_FragData0 : COLOR0,\n"
2546 "out float4 gl_FragData1 : COLOR1\n"
2549 " // calculate viewspace pixel position\n"
2550 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2551 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2552 " float3 position;\n"
2553 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2554 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2555 " // decode viewspace pixel normal\n"
2556 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2557 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2558 " // surfacenormal = pixel normal in viewspace\n"
2559 " // LightVector = pixel to light in viewspace\n"
2560 " // CubeVector = position in lightspace\n"
2561 " // eyevector = pixel to view in viewspace\n"
2562 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2563 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2564 "#ifdef USEDIFFUSE\n"
2565 " // calculate diffuse shading\n"
2566 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2567 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2569 "#ifdef USESPECULAR\n"
2570 " // calculate directional shading\n"
2571 " float3 eyevector = position * -1.0;\n"
2572 "# ifdef USEEXACTSPECULARMATH\n"
2573 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2575 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2576 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2580 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2581 " fade *= ShadowMapCompare(CubeVector,\n"
2582 "# if defined(USESHADOWMAP2D)\n"
2583 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2585 "# if defined(USESHADOWMAPRECT)\n"
2586 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2588 "# if defined(USESHADOWMAPCUBE)\n"
2589 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2592 "#ifdef USESHADOWMAPVSDCT\n"
2593 ", Texture_CubeProjection\n"
2598 "#ifdef USEDIFFUSE\n"
2599 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2601 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2603 "#ifdef USESPECULAR\n"
2604 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2606 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2609 "# ifdef USECUBEFILTER\n"
2610 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2611 " gl_FragData0.rgb *= cubecolor;\n"
2612 " gl_FragData1.rgb *= cubecolor;\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2621 "#ifdef VERTEX_SHADER\n"
2624 "float4 gl_Vertex : POSITION,\n"
2625 "uniform float4x4 ModelViewProjectionMatrix,\n"
2626 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2627 "float4 gl_Color : COLOR0,\n"
2629 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2630 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2631 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2632 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2633 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2635 "uniform float3 EyePosition,\n"
2636 "uniform float4x4 TexMatrix,\n"
2637 "#ifdef USEVERTEXTEXTUREBLEND\n"
2638 "uniform float4x4 BackgroundTexMatrix,\n"
2640 "#ifdef MODE_LIGHTSOURCE\n"
2641 "uniform float4x4 ModelToLight,\n"
2643 "#ifdef MODE_LIGHTSOURCE\n"
2644 "uniform float3 LightPosition,\n"
2646 "#ifdef MODE_LIGHTDIRECTION\n"
2647 "uniform float3 LightDir,\n"
2649 "uniform float4 FogPlane,\n"
2650 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2651 "uniform float3 LightPosition,\n"
2653 "#ifdef USESHADOWMAPORTHO\n"
2654 "uniform float4x4 ShadowMapMatrix,\n"
2657 "out float4 gl_FrontColor : COLOR,\n"
2658 "out float4 TexCoordBoth : TEXCOORD0,\n"
2659 "#ifdef USELIGHTMAP\n"
2660 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2662 "#ifdef USEEYEVECTOR\n"
2663 "out float3 EyeVector : TEXCOORD2,\n"
2665 "#ifdef USEREFLECTION\n"
2666 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2669 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2671 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2672 "out float3 LightVector : TEXCOORD5,\n"
2674 "#ifdef MODE_LIGHTSOURCE\n"
2675 "out float3 CubeVector : TEXCOORD3,\n"
2677 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2678 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2682 "#ifdef USESHADOWMAPORTHO\n"
2683 "out float3 ShadowMapTC : TEXCOORD8,\n"
2685 "out float4 gl_Position : POSITION\n"
2688 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2689 " gl_FrontColor = gl_Color;\n"
2691 " // copy the surface texcoord\n"
2692 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2693 "#ifdef USEVERTEXTEXTUREBLEND\n"
2694 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2696 "#ifdef USELIGHTMAP\n"
2697 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2700 "#ifdef MODE_LIGHTSOURCE\n"
2701 " // transform vertex position into light attenuation/cubemap space\n"
2702 " // (-1 to +1 across the light box)\n"
2703 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2705 "# ifdef USEDIFFUSE\n"
2706 " // transform unnormalized light direction into tangent space\n"
2707 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2708 " // normalize it per pixel)\n"
2709 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2710 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2711 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2712 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2716 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2717 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2718 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2719 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2722 " // transform unnormalized eye direction into tangent space\n"
2723 "#ifdef USEEYEVECTOR\n"
2724 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2725 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2726 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2727 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2731 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2732 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2735 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2736 " VectorS = gl_MultiTexCoord1.xyz;\n"
2737 " VectorT = gl_MultiTexCoord2.xyz;\n"
2738 " VectorR = gl_MultiTexCoord3.xyz;\n"
2741 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2742 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2744 "#ifdef USESHADOWMAPORTHO\n"
2745 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2748 "#ifdef USEREFLECTION\n"
2749 " ModelViewProjectionPosition = gl_Position;\n"
2752 "#endif // VERTEX_SHADER\n"
2757 "#ifdef FRAGMENT_SHADER\n"
2760 "#ifdef USEDEFERREDLIGHTMAP\n"
2761 "float2 Pixel : WPOS,\n"
2763 "float4 gl_FrontColor : COLOR,\n"
2764 "float4 TexCoordBoth : TEXCOORD0,\n"
2765 "#ifdef USELIGHTMAP\n"
2766 "float2 TexCoordLightmap : TEXCOORD1,\n"
2768 "#ifdef USEEYEVECTOR\n"
2769 "float3 EyeVector : TEXCOORD2,\n"
2771 "#ifdef USEREFLECTION\n"
2772 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2775 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2777 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2778 "float3 LightVector : TEXCOORD5,\n"
2780 "#ifdef MODE_LIGHTSOURCE\n"
2781 "float3 CubeVector : TEXCOORD3,\n"
2783 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2784 "float4 ModelViewPosition : TEXCOORD0,\n"
2786 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2787 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2788 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2789 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2791 "#ifdef USESHADOWMAPORTHO\n"
2792 "float3 ShadowMapTC : TEXCOORD8\n"
2795 "uniform sampler2D Texture_Normal,\n"
2796 "uniform sampler2D Texture_Color,\n"
2797 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2798 "uniform sampler2D Texture_Gloss,\n"
2801 "uniform sampler2D Texture_Glow,\n"
2803 "#ifdef USEVERTEXTEXTUREBLEND\n"
2804 "uniform sampler2D Texture_SecondaryNormal,\n"
2805 "uniform sampler2D Texture_SecondaryColor,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_SecondaryGloss,\n"
2810 "uniform sampler2D Texture_SecondaryGlow,\n"
2813 "#ifdef USECOLORMAPPING\n"
2814 "uniform sampler2D Texture_Pants,\n"
2815 "uniform sampler2D Texture_Shirt,\n"
2818 "uniform sampler2D Texture_FogMask,\n"
2820 "#ifdef USELIGHTMAP\n"
2821 "uniform sampler2D Texture_Lightmap,\n"
2823 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2824 "uniform sampler2D Texture_Deluxemap,\n"
2826 "#ifdef USEREFLECTION\n"
2827 "uniform sampler2D Texture_Reflection,\n"
2830 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2831 "uniform sampler2D Texture_ScreenDepth,\n"
2832 "uniform sampler2D Texture_ScreenNormalMap,\n"
2834 "#ifdef USEDEFERREDLIGHTMAP\n"
2835 "uniform sampler2D Texture_ScreenDiffuse,\n"
2836 "uniform sampler2D Texture_ScreenSpecular,\n"
2839 "#ifdef USECOLORMAPPING\n"
2840 "uniform half3 Color_Pants,\n"
2841 "uniform half3 Color_Shirt,\n"
2844 "uniform float3 FogColor,\n"
2845 "uniform float FogRangeRecip,\n"
2846 "uniform float FogPlaneViewDist,\n"
2847 "uniform float FogHeightFade,\n"
2850 "#ifdef USEOFFSETMAPPING\n"
2851 "uniform float OffsetMapping_Scale,\n"
2854 "#ifdef USEDEFERREDLIGHTMAP\n"
2855 "uniform half2 PixelToScreenTexCoord,\n"
2856 "uniform half3 DeferredMod_Diffuse,\n"
2857 "uniform half3 DeferredMod_Specular,\n"
2859 "uniform half3 Color_Ambient,\n"
2860 "uniform half3 Color_Diffuse,\n"
2861 "uniform half3 Color_Specular,\n"
2862 "uniform half SpecularPower,\n"
2864 "uniform half3 Color_Glow,\n"
2866 "uniform half Alpha,\n"
2867 "#ifdef USEREFLECTION\n"
2868 "uniform float4 DistortScaleRefractReflect,\n"
2869 "uniform float4 ScreenScaleRefractReflect,\n"
2870 "uniform float4 ScreenCenterRefractReflect,\n"
2871 "uniform half4 ReflectColor,\n"
2873 "#ifdef USEREFLECTCUBE\n"
2874 "uniform float4x4 ModelToReflectCube,\n"
2875 "uniform sampler2D Texture_ReflectMask,\n"
2876 "uniform samplerCUBE Texture_ReflectCube,\n"
2878 "#ifdef MODE_LIGHTDIRECTION\n"
2879 "uniform half3 LightColor,\n"
2881 "#ifdef MODE_LIGHTSOURCE\n"
2882 "uniform half3 LightColor,\n"
2885 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2886 "uniform sampler2D Texture_Attenuation,\n"
2887 "uniform samplerCUBE Texture_Cube,\n"
2890 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2892 "#ifdef USESHADOWMAPRECT\n"
2893 "# ifdef USESHADOWSAMPLER\n"
2894 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2896 "uniform samplerRECT Texture_ShadowMapRect,\n"
2900 "#ifdef USESHADOWMAP2D\n"
2901 "# ifdef USESHADOWSAMPLER\n"
2902 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2904 "uniform sampler2D Texture_ShadowMap2D,\n"
2908 "#ifdef USESHADOWMAPVSDCT\n"
2909 "uniform samplerCUBE Texture_CubeProjection,\n"
2912 "#ifdef USESHADOWMAPCUBE\n"
2913 "# ifdef USESHADOWSAMPLER\n"
2914 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2916 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2920 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2921 "uniform float2 ShadowMap_TextureScale,\n"
2922 "uniform float4 ShadowMap_Parameters,\n"
2924 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2926 "out float4 gl_FragColor : COLOR\n"
2929 " float2 TexCoord = TexCoordBoth.xy;\n"
2930 "#ifdef USEVERTEXTEXTUREBLEND\n"
2931 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2933 "#ifdef USEOFFSETMAPPING\n"
2934 " // apply offsetmapping\n"
2935 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2936 "#define TexCoord TexCoordOffset\n"
2939 " // combine the diffuse textures (base, pants, shirt)\n"
2940 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2941 "#ifdef USEALPHAKILL\n"
2942 " if (color.a < 0.5)\n"
2945 " color.a *= Alpha;\n"
2946 "#ifdef USECOLORMAPPING\n"
2947 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2949 "#ifdef USEVERTEXTEXTUREBLEND\n"
2950 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2951 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2952 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2953 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2955 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2958 " // get the surface normal\n"
2959 "#ifdef USEVERTEXTEXTUREBLEND\n"
2960 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2962 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2965 " // get the material colors\n"
2966 " half3 diffusetex = color.rgb;\n"
2967 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2968 "# ifdef USEVERTEXTEXTUREBLEND\n"
2969 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2971 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2975 "#ifdef USEREFLECTCUBE\n"
2976 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2977 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2978 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2979 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2985 "#ifdef MODE_LIGHTSOURCE\n"
2986 " // light source\n"
2987 "#ifdef USEDIFFUSE\n"
2988 " half3 lightnormal = half3(normalize(LightVector));\n"
2989 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2990 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2991 "#ifdef USESPECULAR\n"
2992 "#ifdef USEEXACTSPECULARMATH\n"
2993 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
2995 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2996 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
2998 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3001 " color.rgb = diffusetex * Color_Ambient;\n"
3003 " color.rgb *= LightColor;\n"
3004 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3005 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3006 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3007 "# if defined(USESHADOWMAP2D)\n"
3008 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3010 "# if defined(USESHADOWMAPRECT)\n"
3011 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3013 "# if defined(USESHADOWMAPCUBE)\n"
3014 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3017 "#ifdef USESHADOWMAPVSDCT\n"
3018 ", Texture_CubeProjection\n"
3023 "# ifdef USECUBEFILTER\n"
3024 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3026 "#endif // MODE_LIGHTSOURCE\n"
3031 "#ifdef MODE_LIGHTDIRECTION\n"
3033 "#ifdef USEDIFFUSE\n"
3034 " half3 lightnormal = half3(normalize(LightVector));\n"
3036 "#define lightcolor LightColor\n"
3037 "#endif // MODE_LIGHTDIRECTION\n"
3038 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3040 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3041 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3042 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3043 " // convert modelspace light vector to tangentspace\n"
3044 " half3 lightnormal;\n"
3045 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3046 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3047 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3048 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3049 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3050 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3051 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3052 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3053 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3054 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3055 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3056 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3057 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3058 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3059 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3061 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3062 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3063 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3069 "#ifdef MODE_LIGHTMAP\n"
3070 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3071 "#endif // MODE_LIGHTMAP\n"
3072 "#ifdef MODE_VERTEXCOLOR\n"
3073 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3074 "#endif // MODE_VERTEXCOLOR\n"
3075 "#ifdef MODE_FLATCOLOR\n"
3076 " color.rgb = diffusetex * Color_Ambient;\n"
3077 "#endif // MODE_FLATCOLOR\n"
3083 "# ifdef USEDIFFUSE\n"
3084 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3085 "# ifdef USESPECULAR\n"
3086 "# ifdef USEEXACTSPECULARMATH\n"
3087 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3089 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3090 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3092 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3094 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3097 " color.rgb = diffusetex * Color_Ambient;\n"
3101 "#ifdef USESHADOWMAPORTHO\n"
3102 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3103 "# if defined(USESHADOWMAP2D)\n"
3104 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "# if defined(USESHADOWMAPRECT)\n"
3107 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3112 "#ifdef USEDEFERREDLIGHTMAP\n"
3113 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3114 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3115 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3119 "#ifdef USEVERTEXTEXTUREBLEND\n"
3120 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3122 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3127 "#ifdef MODE_LIGHTSOURCE\n"
3128 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3130 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3134 " // 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"
3135 "#ifdef USEREFLECTION\n"
3136 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3137 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3138 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3139 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3140 " // FIXME temporary hack to detect the case that the reflection\n"
3141 " // gets blackened at edges due to leaving the area that contains actual\n"
3143 " // Remove this 'ack once we have a better way to stop this thing from\n"
3145 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3146 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3147 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3148 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3149 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3150 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3153 " gl_FragColor = float4(color);\n"
3155 "#endif // FRAGMENT_SHADER\n"
3157 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3158 "#endif // !MODE_DEFERREDGEOMETRY\n"
3159 "#endif // !MODE_WATER\n"
3160 "#endif // !MODE_REFRACTION\n"
3161 "#endif // !MODE_BLOOMBLUR\n"
3162 "#endif // !MODE_GENERIC\n"
3163 "#endif // !MODE_POSTPROCESS\n"
3164 "#endif // !MODE_SHOWDEPTH\n"
3165 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3168 char *glslshaderstring = NULL;
3169 char *cgshaderstring = NULL;
3171 //=======================================================================================================================================================
3173 typedef struct shaderpermutationinfo_s
3175 const char *pretext;
3178 shaderpermutationinfo_t;
3180 typedef struct shadermodeinfo_s
3182 const char *vertexfilename;
3183 const char *geometryfilename;
3184 const char *fragmentfilename;
3185 const char *pretext;
3190 typedef enum shaderpermutation_e
3192 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3193 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3194 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3195 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3196 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3197 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3198 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3199 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3200 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3201 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3202 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3203 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3204 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3205 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3206 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3207 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3208 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3209 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3210 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3211 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3212 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3213 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3214 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3215 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3216 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3217 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3218 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3219 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3220 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3221 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3223 shaderpermutation_t;
3225 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3226 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3228 {"#define USEDIFFUSE\n", " diffuse"},
3229 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3230 {"#define USEVIEWTINT\n", " viewtint"},
3231 {"#define USECOLORMAPPING\n", " colormapping"},
3232 {"#define USESATURATION\n", " saturation"},
3233 {"#define USEFOGINSIDE\n", " foginside"},
3234 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3235 {"#define USEGAMMARAMPS\n", " gammaramps"},
3236 {"#define USECUBEFILTER\n", " cubefilter"},
3237 {"#define USEGLOW\n", " glow"},
3238 {"#define USEBLOOM\n", " bloom"},
3239 {"#define USESPECULAR\n", " specular"},
3240 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3241 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3242 {"#define USEREFLECTION\n", " reflection"},
3243 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3244 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3245 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3246 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3247 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3248 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3249 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3250 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3251 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3252 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3253 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3254 {"#define USEALPHAKILL\n", " alphakill"},
3255 {"#define USEREFLECTCUBE\n", " reflectcube"},
3258 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3259 typedef enum shadermode_e
3261 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3262 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3263 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3264 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3265 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3266 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3267 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3268 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3269 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3270 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3271 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3272 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3273 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3274 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3275 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3280 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3281 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3283 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3285 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3289 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3290 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3291 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3292 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3293 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3294 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3295 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3296 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3297 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3301 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3303 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3305 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3309 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3310 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3311 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3312 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3313 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3314 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3315 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3316 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3317 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3321 struct r_glsl_permutation_s;
3322 typedef struct r_glsl_permutation_s
3324 /// hash lookup data
3325 struct r_glsl_permutation_s *hashnext;
3327 unsigned int permutation;
3329 /// indicates if we have tried compiling this permutation already
3331 /// 0 if compilation failed
3333 /// locations of detected uniforms in program object, or -1 if not found
3334 int loc_Texture_First;
3335 int loc_Texture_Second;
3336 int loc_Texture_GammaRamps;
3337 int loc_Texture_Normal;
3338 int loc_Texture_Color;
3339 int loc_Texture_Gloss;
3340 int loc_Texture_Glow;
3341 int loc_Texture_SecondaryNormal;
3342 int loc_Texture_SecondaryColor;
3343 int loc_Texture_SecondaryGloss;
3344 int loc_Texture_SecondaryGlow;
3345 int loc_Texture_Pants;
3346 int loc_Texture_Shirt;
3347 int loc_Texture_FogMask;
3348 int loc_Texture_Lightmap;
3349 int loc_Texture_Deluxemap;
3350 int loc_Texture_Attenuation;
3351 int loc_Texture_Cube;
3352 int loc_Texture_Refraction;
3353 int loc_Texture_Reflection;
3354 int loc_Texture_ShadowMapRect;
3355 int loc_Texture_ShadowMapCube;
3356 int loc_Texture_ShadowMap2D;
3357 int loc_Texture_CubeProjection;
3358 int loc_Texture_ScreenDepth;
3359 int loc_Texture_ScreenNormalMap;
3360 int loc_Texture_ScreenDiffuse;
3361 int loc_Texture_ScreenSpecular;
3362 int loc_Texture_ReflectMask;
3363 int loc_Texture_ReflectCube;
3365 int loc_BloomBlur_Parameters;
3367 int loc_Color_Ambient;
3368 int loc_Color_Diffuse;
3369 int loc_Color_Specular;
3371 int loc_Color_Pants;
3372 int loc_Color_Shirt;
3373 int loc_DeferredColor_Ambient;
3374 int loc_DeferredColor_Diffuse;
3375 int loc_DeferredColor_Specular;
3376 int loc_DeferredMod_Diffuse;
3377 int loc_DeferredMod_Specular;
3378 int loc_DistortScaleRefractReflect;
3379 int loc_EyePosition;
3381 int loc_FogHeightFade;
3383 int loc_FogPlaneViewDist;
3384 int loc_FogRangeRecip;
3387 int loc_LightPosition;
3388 int loc_OffsetMapping_Scale;
3390 int loc_ReflectColor;
3391 int loc_ReflectFactor;
3392 int loc_ReflectOffset;
3393 int loc_RefractColor;
3395 int loc_ScreenCenterRefractReflect;
3396 int loc_ScreenScaleRefractReflect;
3397 int loc_ScreenToDepth;
3398 int loc_ShadowMap_Parameters;
3399 int loc_ShadowMap_TextureScale;
3400 int loc_SpecularPower;
3405 int loc_ViewTintColor;
3406 int loc_ViewToLight;
3407 int loc_ModelToLight;
3409 int loc_BackgroundTexMatrix;
3410 int loc_ModelViewProjectionMatrix;
3411 int loc_ModelViewMatrix;
3412 int loc_PixelToScreenTexCoord;
3413 int loc_ModelToReflectCube;
3414 int loc_ShadowMapMatrix;
3416 r_glsl_permutation_t;
3418 #define SHADERPERMUTATION_HASHSIZE 256
3420 /// information about each possible shader permutation
3421 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3422 /// currently selected permutation
3423 r_glsl_permutation_t *r_glsl_permutation;
3424 /// storage for permutations linked in the hash table
3425 memexpandablearray_t r_glsl_permutationarray;
3427 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3429 //unsigned int hashdepth = 0;
3430 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3431 r_glsl_permutation_t *p;
3432 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3434 if (p->mode == mode && p->permutation == permutation)
3436 //if (hashdepth > 10)
3437 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3442 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3444 p->permutation = permutation;
3445 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3446 r_glsl_permutationhash[mode][hashindex] = p;
3447 //if (hashdepth > 10)
3448 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3452 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3455 if (!filename || !filename[0])
3457 if (!strcmp(filename, "glsl/default.glsl"))
3459 if (!glslshaderstring)
3461 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3462 if (glslshaderstring)
3463 Con_DPrintf("Loading shaders from file %s...\n", filename);
3465 glslshaderstring = (char *)builtinshaderstring;
3467 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3468 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3469 return shaderstring;
3471 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3474 if (printfromdisknotice)
3475 Con_DPrintf("from disk %s... ", filename);
3476 return shaderstring;
3478 return shaderstring;
3481 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3484 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3485 int vertstrings_count = 0;
3486 int geomstrings_count = 0;
3487 int fragstrings_count = 0;
3488 char *vertexstring, *geometrystring, *fragmentstring;
3489 const char *vertstrings_list[32+3];
3490 const char *geomstrings_list[32+3];
3491 const char *fragstrings_list[32+3];
3492 char permutationname[256];
3499 permutationname[0] = 0;
3500 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3501 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3502 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3504 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3506 // the first pretext is which type of shader to compile as
3507 // (later these will all be bound together as a program object)
3508 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3509 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3510 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3512 // the second pretext is the mode (for example a light source)
3513 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3514 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3515 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3516 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3518 // now add all the permutation pretexts
3519 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3521 if (permutation & (1<<i))
3523 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3524 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3525 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3526 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3530 // keep line numbers correct
3531 vertstrings_list[vertstrings_count++] = "\n";
3532 geomstrings_list[geomstrings_count++] = "\n";
3533 fragstrings_list[fragstrings_count++] = "\n";
3537 // now append the shader text itself
3538 vertstrings_list[vertstrings_count++] = vertexstring;
3539 geomstrings_list[geomstrings_count++] = geometrystring;
3540 fragstrings_list[fragstrings_count++] = fragmentstring;
3542 // if any sources were NULL, clear the respective list
3544 vertstrings_count = 0;
3545 if (!geometrystring)
3546 geomstrings_count = 0;
3547 if (!fragmentstring)
3548 fragstrings_count = 0;
3550 // compile the shader program
3551 if (vertstrings_count + geomstrings_count + fragstrings_count)
3552 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3556 qglUseProgramObjectARB(p->program);CHECKGLERROR
3557 // look up all the uniform variable names we care about, so we don't
3558 // have to look them up every time we set them
3560 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3561 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3562 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3563 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3564 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3565 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3566 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3567 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3568 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3569 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3570 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3571 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3572 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3573 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3574 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3575 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3576 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3577 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3578 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3579 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3580 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3581 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3582 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3583 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3584 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3585 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3586 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3587 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3588 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3589 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3590 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3591 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3592 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3593 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3594 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3595 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3596 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3597 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3598 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3599 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3600 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3601 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3602 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3603 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3604 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3605 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3606 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3607 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3608 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3609 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3610 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3611 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3612 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3613 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3614 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3615 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3616 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3617 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3618 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3619 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3620 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3621 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3622 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3623 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3624 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3625 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3626 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3627 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3628 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3629 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3630 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3631 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3632 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3633 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3634 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3635 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3636 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3637 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3638 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3639 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3640 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3641 // initialize the samplers to refer to the texture units we use
3642 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3643 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3644 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3645 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3646 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3647 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3648 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3649 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3650 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3651 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3652 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3653 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3654 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3655 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3656 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3657 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3658 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3659 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3660 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3661 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3662 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3663 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3664 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3665 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3666 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3667 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3668 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3669 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3670 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3671 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3673 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3676 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3680 Mem_Free(vertexstring);
3682 Mem_Free(geometrystring);
3684 Mem_Free(fragmentstring);
3687 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3689 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3690 if (r_glsl_permutation != perm)
3692 r_glsl_permutation = perm;
3693 if (!r_glsl_permutation->program)
3695 if (!r_glsl_permutation->compiled)
3696 R_GLSL_CompilePermutation(perm, mode, permutation);
3697 if (!r_glsl_permutation->program)
3699 // remove features until we find a valid permutation
3701 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3703 // reduce i more quickly whenever it would not remove any bits
3704 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3705 if (!(permutation & j))
3708 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709 if (!r_glsl_permutation->compiled)
3710 R_GLSL_CompilePermutation(perm, mode, permutation);
3711 if (r_glsl_permutation->program)
3714 if (i >= SHADERPERMUTATION_COUNT)
3716 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3717 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3718 qglUseProgramObjectARB(0);CHECKGLERROR
3719 return; // no bit left to clear, entire mode is broken
3724 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3726 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3727 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3728 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3732 #include <Cg/cgGL.h>
3733 struct r_cg_permutation_s;
3734 typedef struct r_cg_permutation_s
3736 /// hash lookup data
3737 struct r_cg_permutation_s *hashnext;
3739 unsigned int permutation;
3741 /// indicates if we have tried compiling this permutation already
3743 /// 0 if compilation failed
3746 /// locations of detected parameters in programs, or NULL if not found
3747 CGparameter vp_EyePosition;
3748 CGparameter vp_FogPlane;
3749 CGparameter vp_LightDir;
3750 CGparameter vp_LightPosition;
3751 CGparameter vp_ModelToLight;
3752 CGparameter vp_TexMatrix;
3753 CGparameter vp_BackgroundTexMatrix;
3754 CGparameter vp_ModelViewProjectionMatrix;
3755 CGparameter vp_ModelViewMatrix;
3756 CGparameter vp_ShadowMapMatrix;
3758 CGparameter fp_Texture_First;
3759 CGparameter fp_Texture_Second;
3760 CGparameter fp_Texture_GammaRamps;
3761 CGparameter fp_Texture_Normal;
3762 CGparameter fp_Texture_Color;
3763 CGparameter fp_Texture_Gloss;
3764 CGparameter fp_Texture_Glow;
3765 CGparameter fp_Texture_SecondaryNormal;
3766 CGparameter fp_Texture_SecondaryColor;
3767 CGparameter fp_Texture_SecondaryGloss;
3768 CGparameter fp_Texture_SecondaryGlow;
3769 CGparameter fp_Texture_Pants;
3770 CGparameter fp_Texture_Shirt;
3771 CGparameter fp_Texture_FogMask;
3772 CGparameter fp_Texture_Lightmap;
3773 CGparameter fp_Texture_Deluxemap;
3774 CGparameter fp_Texture_Attenuation;
3775 CGparameter fp_Texture_Cube;
3776 CGparameter fp_Texture_Refraction;
3777 CGparameter fp_Texture_Reflection;
3778 CGparameter fp_Texture_ShadowMapRect;
3779 CGparameter fp_Texture_ShadowMapCube;
3780 CGparameter fp_Texture_ShadowMap2D;
3781 CGparameter fp_Texture_CubeProjection;
3782 CGparameter fp_Texture_ScreenDepth;
3783 CGparameter fp_Texture_ScreenNormalMap;
3784 CGparameter fp_Texture_ScreenDiffuse;
3785 CGparameter fp_Texture_ScreenSpecular;
3786 CGparameter fp_Texture_ReflectMask;
3787 CGparameter fp_Texture_ReflectCube;
3788 CGparameter fp_Alpha;
3789 CGparameter fp_BloomBlur_Parameters;
3790 CGparameter fp_ClientTime;
3791 CGparameter fp_Color_Ambient;
3792 CGparameter fp_Color_Diffuse;
3793 CGparameter fp_Color_Specular;
3794 CGparameter fp_Color_Glow;
3795 CGparameter fp_Color_Pants;
3796 CGparameter fp_Color_Shirt;
3797 CGparameter fp_DeferredColor_Ambient;
3798 CGparameter fp_DeferredColor_Diffuse;
3799 CGparameter fp_DeferredColor_Specular;
3800 CGparameter fp_DeferredMod_Diffuse;
3801 CGparameter fp_DeferredMod_Specular;
3802 CGparameter fp_DistortScaleRefractReflect;
3803 CGparameter fp_EyePosition;
3804 CGparameter fp_FogColor;
3805 CGparameter fp_FogHeightFade;
3806 CGparameter fp_FogPlane;
3807 CGparameter fp_FogPlaneViewDist;
3808 CGparameter fp_FogRangeRecip;
3809 CGparameter fp_LightColor;
3810 CGparameter fp_LightDir;
3811 CGparameter fp_LightPosition;
3812 CGparameter fp_OffsetMapping_Scale;
3813 CGparameter fp_PixelSize;
3814 CGparameter fp_ReflectColor;
3815 CGparameter fp_ReflectFactor;
3816 CGparameter fp_ReflectOffset;
3817 CGparameter fp_RefractColor;
3818 CGparameter fp_Saturation;
3819 CGparameter fp_ScreenCenterRefractReflect;
3820 CGparameter fp_ScreenScaleRefractReflect;
3821 CGparameter fp_ScreenToDepth;
3822 CGparameter fp_ShadowMap_Parameters;
3823 CGparameter fp_ShadowMap_TextureScale;
3824 CGparameter fp_SpecularPower;
3825 CGparameter fp_UserVec1;
3826 CGparameter fp_UserVec2;
3827 CGparameter fp_UserVec3;
3828 CGparameter fp_UserVec4;
3829 CGparameter fp_ViewTintColor;
3830 CGparameter fp_ViewToLight;
3831 CGparameter fp_PixelToScreenTexCoord;
3832 CGparameter fp_ModelToReflectCube;
3836 /// information about each possible shader permutation
3837 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3838 /// currently selected permutation
3839 r_cg_permutation_t *r_cg_permutation;
3840 /// storage for permutations linked in the hash table
3841 memexpandablearray_t r_cg_permutationarray;
3843 #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));}}
3845 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3847 //unsigned int hashdepth = 0;
3848 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3849 r_cg_permutation_t *p;
3850 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3852 if (p->mode == mode && p->permutation == permutation)
3854 //if (hashdepth > 10)
3855 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3860 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3862 p->permutation = permutation;
3863 p->hashnext = r_cg_permutationhash[mode][hashindex];
3864 r_cg_permutationhash[mode][hashindex] = p;
3865 //if (hashdepth > 10)
3866 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3870 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3873 if (!filename || !filename[0])
3875 if (!strcmp(filename, "cg/default.cg"))
3877 if (!cgshaderstring)
3879 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3881 Con_DPrintf("Loading shaders from file %s...\n", filename);
3883 cgshaderstring = (char *)builtincgshaderstring;
3885 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3886 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3887 return shaderstring;
3889 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3892 if (printfromdisknotice)
3893 Con_DPrintf("from disk %s... ", filename);
3894 return shaderstring;
3896 return shaderstring;
3899 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3901 // TODO: load or create .fp and .vp shader files
3904 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3907 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3908 int vertstrings_count = 0, vertstring_length = 0;
3909 int geomstrings_count = 0, geomstring_length = 0;
3910 int fragstrings_count = 0, fragstring_length = 0;
3912 char *vertexstring, *geometrystring, *fragmentstring;
3913 char *vertstring, *geomstring, *fragstring;
3914 const char *vertstrings_list[32+3];
3915 const char *geomstrings_list[32+3];
3916 const char *fragstrings_list[32+3];
3917 char permutationname[256];
3918 char cachename[256];
3919 CGprofile vertexProfile;
3920 CGprofile fragmentProfile;
3928 permutationname[0] = 0;
3930 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3931 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3932 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3934 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3935 strlcat(cachename, "cg/", sizeof(cachename));
3937 // the first pretext is which type of shader to compile as
3938 // (later these will all be bound together as a program object)
3939 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3940 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3941 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3943 // the second pretext is the mode (for example a light source)
3944 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3945 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3946 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3947 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3948 strlcat(cachename, modeinfo->name, sizeof(cachename));
3950 // now add all the permutation pretexts
3951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3953 if (permutation & (1<<i))
3955 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3956 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3957 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3958 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3959 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3963 // keep line numbers correct
3964 vertstrings_list[vertstrings_count++] = "\n";
3965 geomstrings_list[geomstrings_count++] = "\n";
3966 fragstrings_list[fragstrings_count++] = "\n";
3970 // replace spaces in the cachename with _ characters
3971 for (i = 0;cachename[i];i++)
3972 if (cachename[i] == ' ')
3975 // now append the shader text itself
3976 vertstrings_list[vertstrings_count++] = vertexstring;
3977 geomstrings_list[geomstrings_count++] = geometrystring;
3978 fragstrings_list[fragstrings_count++] = fragmentstring;
3980 // if any sources were NULL, clear the respective list
3982 vertstrings_count = 0;
3983 if (!geometrystring)
3984 geomstrings_count = 0;
3985 if (!fragmentstring)
3986 fragstrings_count = 0;
3988 vertstring_length = 0;
3989 for (i = 0;i < vertstrings_count;i++)
3990 vertstring_length += strlen(vertstrings_list[i]);
3991 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3992 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3993 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3995 geomstring_length = 0;
3996 for (i = 0;i < geomstrings_count;i++)
3997 geomstring_length += strlen(geomstrings_list[i]);
3998 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3999 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4000 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4002 fragstring_length = 0;
4003 for (i = 0;i < fragstrings_count;i++)
4004 fragstring_length += strlen(fragstrings_list[i]);
4005 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4006 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4007 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4011 //vertexProfile = CG_PROFILE_ARBVP1;
4012 //fragmentProfile = CG_PROFILE_ARBFP1;
4013 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4014 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4015 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4016 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4017 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4020 // try to load the cached shader, or generate one
4021 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4023 // if caching failed, do a dynamic compile for now
4025 if (vertstring[0] && !p->vprogram)
4026 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4028 if (fragstring[0] && !p->fprogram)
4029 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4032 // look up all the uniform variable names we care about, so we don't
4033 // have to look them up every time we set them
4037 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4038 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4039 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4040 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4041 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4042 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4043 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4044 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4045 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4046 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4047 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4048 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4054 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4055 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4056 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4057 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4058 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4059 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4060 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4061 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4062 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4063 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4064 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4065 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4066 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4067 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4068 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4069 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4070 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4071 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4072 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4073 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4074 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4075 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4076 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4077 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4078 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4079 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4080 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4081 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4082 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4083 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4084 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4085 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4086 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4087 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4088 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4089 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4090 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4091 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4092 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4093 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4094 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4095 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4096 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4097 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4098 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4099 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4100 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4101 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4102 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4103 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4104 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4105 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4106 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4107 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4108 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4109 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4110 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4111 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4112 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4113 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4114 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4115 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4116 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4117 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4118 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4119 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4120 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4121 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4122 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4123 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4124 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4125 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4126 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4127 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4128 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4129 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4130 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4134 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4135 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4137 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4141 Mem_Free(vertstring);
4143 Mem_Free(geomstring);
4145 Mem_Free(fragstring);
4147 Mem_Free(vertexstring);
4149 Mem_Free(geometrystring);
4151 Mem_Free(fragmentstring);
4154 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4156 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4159 if (r_cg_permutation != perm)
4161 r_cg_permutation = perm;
4162 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4164 if (!r_cg_permutation->compiled)
4165 R_CG_CompilePermutation(perm, mode, permutation);
4166 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4168 // remove features until we find a valid permutation
4170 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4172 // reduce i more quickly whenever it would not remove any bits
4173 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4174 if (!(permutation & j))
4177 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4178 if (!r_cg_permutation->compiled)
4179 R_CG_CompilePermutation(perm, mode, permutation);
4180 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4183 if (i >= SHADERPERMUTATION_COUNT)
4185 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4186 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4187 return; // no bit left to clear, entire mode is broken
4193 if (r_cg_permutation->vprogram)
4195 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4196 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4197 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4201 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4202 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4204 if (r_cg_permutation->fprogram)
4206 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4207 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4208 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4212 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4213 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4217 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4218 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4219 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4222 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4224 cgGLSetTextureParameter(param, R_GetTexture(tex));
4225 cgGLEnableTextureParameter(param);
4229 void R_GLSL_Restart_f(void)
4231 unsigned int i, limit;
4232 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4233 Mem_Free(glslshaderstring);
4234 glslshaderstring = NULL;
4235 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4236 Mem_Free(cgshaderstring);
4237 cgshaderstring = NULL;
4238 switch(vid.renderpath)
4240 case RENDERPATH_GL20:
4242 r_glsl_permutation_t *p;
4243 r_glsl_permutation = NULL;
4244 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4245 for (i = 0;i < limit;i++)
4247 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4249 GL_Backend_FreeProgram(p->program);
4250 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4253 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4256 case RENDERPATH_CGGL:
4259 r_cg_permutation_t *p;
4260 r_cg_permutation = NULL;
4261 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4262 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4263 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4264 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4265 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4266 for (i = 0;i < limit;i++)
4268 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4271 cgDestroyProgram(p->vprogram);
4273 cgDestroyProgram(p->fprogram);
4274 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4277 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4281 case RENDERPATH_GL13:
4282 case RENDERPATH_GL11:
4287 void R_GLSL_DumpShader_f(void)
4292 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4295 FS_Print(file, "/* The engine may define the following macros:\n");
4296 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4297 for (i = 0;i < SHADERMODE_COUNT;i++)
4298 FS_Print(file, glslshadermodeinfo[i].pretext);
4299 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4300 FS_Print(file, shaderpermutationinfo[i].pretext);
4301 FS_Print(file, "*/\n");
4302 FS_Print(file, builtinshaderstring);
4304 Con_Printf("glsl/default.glsl written\n");
4307 Con_Printf("failed to write to glsl/default.glsl\n");
4310 file = FS_OpenRealFile("cg/default.cg", "w", false);
4313 FS_Print(file, "/* The engine may define the following macros:\n");
4314 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4315 for (i = 0;i < SHADERMODE_COUNT;i++)
4316 FS_Print(file, cgshadermodeinfo[i].pretext);
4317 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4318 FS_Print(file, shaderpermutationinfo[i].pretext);
4319 FS_Print(file, "*/\n");
4320 FS_Print(file, builtincgshaderstring);
4322 Con_Printf("cg/default.cg written\n");
4325 Con_Printf("failed to write to cg/default.cg\n");
4329 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4332 texturemode = GL_MODULATE;
4333 switch (vid.renderpath)
4335 case RENDERPATH_GL20:
4336 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))));
4337 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4338 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4340 case RENDERPATH_CGGL:
4343 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))));
4344 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4345 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4348 case RENDERPATH_GL13:
4349 R_Mesh_TexBind(0, first );
4350 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4351 R_Mesh_TexBind(1, second);
4353 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4355 case RENDERPATH_GL11:
4356 R_Mesh_TexBind(0, first );
4361 void R_SetupShader_DepthOrShadow(void)
4363 switch (vid.renderpath)
4365 case RENDERPATH_GL20:
4366 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4368 case RENDERPATH_CGGL:
4370 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4373 case RENDERPATH_GL13:
4374 R_Mesh_TexBind(0, 0);
4375 R_Mesh_TexBind(1, 0);
4377 case RENDERPATH_GL11:
4378 R_Mesh_TexBind(0, 0);
4383 void R_SetupShader_ShowDepth(void)
4385 switch (vid.renderpath)
4387 case RENDERPATH_GL20:
4388 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4390 case RENDERPATH_CGGL:
4392 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4395 case RENDERPATH_GL13:
4397 case RENDERPATH_GL11:
4402 extern qboolean r_shadow_usingdeferredprepass;
4403 extern cvar_t r_shadow_deferred_8bitrange;
4404 extern rtexture_t *r_shadow_attenuationgradienttexture;
4405 extern rtexture_t *r_shadow_attenuation2dtexture;
4406 extern rtexture_t *r_shadow_attenuation3dtexture;
4407 extern qboolean r_shadow_usingshadowmaprect;
4408 extern qboolean r_shadow_usingshadowmapcube;
4409 extern qboolean r_shadow_usingshadowmap2d;
4410 extern qboolean r_shadow_usingshadowmaportho;
4411 extern float r_shadow_shadowmap_texturescale[2];
4412 extern float r_shadow_shadowmap_parameters[4];
4413 extern qboolean r_shadow_shadowmapvsdct;
4414 extern qboolean r_shadow_shadowmapsampler;
4415 extern int r_shadow_shadowmappcf;
4416 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4417 extern rtexture_t *r_shadow_shadowmap2dtexture;
4418 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4419 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4420 extern matrix4x4_t r_shadow_shadowmapmatrix;
4421 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4422 extern int r_shadow_prepass_width;
4423 extern int r_shadow_prepass_height;
4424 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4425 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4426 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4427 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4428 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4430 // select a permutation of the lighting shader appropriate to this
4431 // combination of texture, entity, light source, and fogging, only use the
4432 // minimum features necessary to avoid wasting rendering time in the
4433 // fragment shader on features that are not being used
4434 unsigned int permutation = 0;
4435 unsigned int mode = 0;
4437 if (rsurfacepass == RSURFPASS_BACKGROUND)
4439 // distorted background
4440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4441 mode = SHADERMODE_WATER;
4443 mode = SHADERMODE_REFRACTION;
4444 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4445 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4446 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4447 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4448 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4449 R_Mesh_ColorPointer(NULL, 0, 0);
4450 GL_AlphaTest(false);
4451 GL_BlendFunc(GL_ONE, GL_ZERO);
4453 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4455 if (r_glsl_offsetmapping.integer)
4457 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4458 if (r_glsl_offsetmapping_reliefmapping.integer)
4459 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4462 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4463 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4464 permutation |= SHADERPERMUTATION_ALPHAKILL;
4465 // normalmap (deferred prepass), may use alpha test on diffuse
4466 mode = SHADERMODE_DEFERREDGEOMETRY;
4467 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4468 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4469 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4470 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4471 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4472 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4473 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4474 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4475 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4477 R_Mesh_ColorPointer(NULL, 0, 0);
4478 GL_AlphaTest(false);
4479 GL_BlendFunc(GL_ONE, GL_ZERO);
4481 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4483 if (r_glsl_offsetmapping.integer)
4485 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4486 if (r_glsl_offsetmapping_reliefmapping.integer)
4487 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4489 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4490 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4492 mode = SHADERMODE_LIGHTSOURCE;
4493 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4494 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4495 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4496 permutation |= SHADERPERMUTATION_CUBEFILTER;
4497 if (diffusescale > 0)
4498 permutation |= SHADERPERMUTATION_DIFFUSE;
4499 if (specularscale > 0)
4501 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4502 if (r_shadow_glossexact.integer)
4503 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4505 if (r_refdef.fogenabled)
4506 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4507 if (rsurface.texture->colormapping)
4508 permutation |= SHADERPERMUTATION_COLORMAPPING;
4509 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4511 if (r_shadow_usingshadowmaprect)
4512 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4513 if (r_shadow_usingshadowmap2d)
4514 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4515 if (r_shadow_usingshadowmapcube)
4516 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4517 else if(r_shadow_shadowmapvsdct)
4518 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4520 if (r_shadow_shadowmapsampler)
4521 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4522 if (r_shadow_shadowmappcf > 1)
4523 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4524 else if (r_shadow_shadowmappcf)
4525 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4527 if (rsurface.texture->reflectmasktexture)
4528 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4529 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4530 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4532 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4533 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4534 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4538 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4539 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4540 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4542 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4543 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4544 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4546 R_Mesh_ColorPointer(NULL, 0, 0);
4547 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4548 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4550 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4552 if (r_glsl_offsetmapping.integer)
4554 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4555 if (r_glsl_offsetmapping_reliefmapping.integer)
4556 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4558 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4559 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4560 // unshaded geometry (fullbright or ambient model lighting)
4561 mode = SHADERMODE_FLATCOLOR;
4562 ambientscale = diffusescale = specularscale = 0;
4563 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4564 permutation |= SHADERPERMUTATION_GLOW;
4565 if (r_refdef.fogenabled)
4566 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4567 if (rsurface.texture->colormapping)
4568 permutation |= SHADERPERMUTATION_COLORMAPPING;
4569 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4571 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4572 if (r_shadow_usingshadowmaprect)
4573 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4574 if (r_shadow_usingshadowmap2d)
4575 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4577 if (r_shadow_shadowmapsampler)
4578 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4579 if (r_shadow_shadowmappcf > 1)
4580 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4581 else if (r_shadow_shadowmappcf)
4582 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4584 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4585 permutation |= SHADERPERMUTATION_REFLECTION;
4586 if (rsurface.texture->reflectmasktexture)
4587 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4588 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4589 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4591 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4592 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4593 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4597 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4598 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4599 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4601 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4602 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4603 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4605 R_Mesh_ColorPointer(NULL, 0, 0);
4606 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4607 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4609 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4611 if (r_glsl_offsetmapping.integer)
4613 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4614 if (r_glsl_offsetmapping_reliefmapping.integer)
4615 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4617 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4618 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4619 // directional model lighting
4620 mode = SHADERMODE_LIGHTDIRECTION;
4621 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4622 permutation |= SHADERPERMUTATION_GLOW;
4623 permutation |= SHADERPERMUTATION_DIFFUSE;
4624 if (specularscale > 0)
4626 permutation |= SHADERPERMUTATION_SPECULAR;
4627 if (r_shadow_glossexact.integer)
4628 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4630 if (r_refdef.fogenabled)
4631 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4632 if (rsurface.texture->colormapping)
4633 permutation |= SHADERPERMUTATION_COLORMAPPING;
4634 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4636 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4637 if (r_shadow_usingshadowmaprect)
4638 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4639 if (r_shadow_usingshadowmap2d)
4640 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4642 if (r_shadow_shadowmapsampler)
4643 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4644 if (r_shadow_shadowmappcf > 1)
4645 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4646 else if (r_shadow_shadowmappcf)
4647 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4649 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4650 permutation |= SHADERPERMUTATION_REFLECTION;
4651 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4652 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4653 if (rsurface.texture->reflectmasktexture)
4654 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4655 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4656 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4658 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4659 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4660 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4664 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4665 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4666 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4668 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4669 R_Mesh_ColorPointer(NULL, 0, 0);
4670 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4671 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4673 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4675 if (r_glsl_offsetmapping.integer)
4677 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4678 if (r_glsl_offsetmapping_reliefmapping.integer)
4679 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4681 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4682 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4683 // ambient model lighting
4684 mode = SHADERMODE_LIGHTDIRECTION;
4685 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4686 permutation |= SHADERPERMUTATION_GLOW;
4687 if (r_refdef.fogenabled)
4688 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4689 if (rsurface.texture->colormapping)
4690 permutation |= SHADERPERMUTATION_COLORMAPPING;
4691 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4693 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4694 if (r_shadow_usingshadowmaprect)
4695 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4696 if (r_shadow_usingshadowmap2d)
4697 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4699 if (r_shadow_shadowmapsampler)
4700 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4701 if (r_shadow_shadowmappcf > 1)
4702 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4703 else if (r_shadow_shadowmappcf)
4704 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4706 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4707 permutation |= SHADERPERMUTATION_REFLECTION;
4708 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4709 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4710 if (rsurface.texture->reflectmasktexture)
4711 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4712 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4713 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4715 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4716 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4717 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4721 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4722 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4723 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4725 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4726 R_Mesh_ColorPointer(NULL, 0, 0);
4727 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4728 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4732 if (r_glsl_offsetmapping.integer)
4734 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4735 if (r_glsl_offsetmapping_reliefmapping.integer)
4736 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4738 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4739 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4741 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4742 permutation |= SHADERPERMUTATION_GLOW;
4743 if (r_refdef.fogenabled)
4744 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4745 if (rsurface.texture->colormapping)
4746 permutation |= SHADERPERMUTATION_COLORMAPPING;
4747 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4749 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4750 if (r_shadow_usingshadowmaprect)
4751 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4752 if (r_shadow_usingshadowmap2d)
4753 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4755 if (r_shadow_shadowmapsampler)
4756 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4757 if (r_shadow_shadowmappcf > 1)
4758 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4759 else if (r_shadow_shadowmappcf)
4760 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4762 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4763 permutation |= SHADERPERMUTATION_REFLECTION;
4764 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4765 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4766 if (rsurface.texture->reflectmasktexture)
4767 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4768 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4770 // deluxemapping (light direction texture)
4771 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4772 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4774 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4775 permutation |= SHADERPERMUTATION_DIFFUSE;
4776 if (specularscale > 0)
4778 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4779 if (r_shadow_glossexact.integer)
4780 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4782 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4783 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4784 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4786 R_Mesh_ColorPointer(NULL, 0, 0);
4788 else if (r_glsl_deluxemapping.integer >= 2)
4790 // fake deluxemapping (uniform light direction in tangentspace)
4791 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4792 permutation |= SHADERPERMUTATION_DIFFUSE;
4793 if (specularscale > 0)
4795 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4796 if (r_shadow_glossexact.integer)
4797 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4799 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4800 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4801 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4803 R_Mesh_ColorPointer(NULL, 0, 0);
4805 else if (rsurface.uselightmaptexture)
4807 // ordinary lightmapping (q1bsp, q3bsp)
4808 mode = SHADERMODE_LIGHTMAP;
4809 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4810 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4811 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4813 R_Mesh_ColorPointer(NULL, 0, 0);
4817 // ordinary vertex coloring (q3bsp)
4818 mode = SHADERMODE_VERTEXCOLOR;
4819 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4820 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4822 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4823 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4825 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4826 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4827 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4831 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4832 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4833 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4835 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4836 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4838 switch(vid.renderpath)
4840 case RENDERPATH_GL20:
4841 R_SetupShader_SetPermutationGLSL(mode, permutation);
4842 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4843 if (mode == SHADERMODE_LIGHTSOURCE)
4845 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4846 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4847 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4848 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);
4849 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);
4850 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);
4852 // additive passes are only darkened by fog, not tinted
4853 if (r_glsl_permutation->loc_FogColor >= 0)
4854 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4855 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4859 if (mode == SHADERMODE_FLATCOLOR)
4861 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4863 else if (mode == SHADERMODE_LIGHTDIRECTION)
4865 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]);
4866 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]);
4867 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);
4868 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);
4869 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);
4870 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]);
4871 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]);
4875 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]);
4876 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]);
4877 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);
4878 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);
4879 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);
4881 // additive passes are only darkened by fog, not tinted
4882 if (r_glsl_permutation->loc_FogColor >= 0)
4884 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4885 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4887 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4889 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);
4890 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]);
4891 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]);
4892 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4893 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4894 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4895 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4896 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4898 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4899 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4900 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4901 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]);
4902 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]);
4904 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4905 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4906 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4907 if (r_glsl_permutation->loc_Color_Pants >= 0)
4909 if (rsurface.texture->pantstexture)
4910 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4912 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4914 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4916 if (rsurface.texture->shirttexture)
4917 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4919 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4921 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]);
4922 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4923 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4924 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4925 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4926 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]);
4927 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4929 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4930 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4931 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4932 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4933 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4934 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4935 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4936 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4937 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4938 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4939 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4940 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4941 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4942 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4943 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4944 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4945 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4946 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4947 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4948 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4949 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4950 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4951 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4952 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4953 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4954 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
4956 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
4957 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
4958 if (rsurface.rtlight)
4960 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4961 if (r_shadow_usingshadowmapcube)
4962 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4963 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4968 case RENDERPATH_CGGL:
4970 R_SetupShader_SetPermutationCG(mode, permutation);
4971 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4972 if (mode == SHADERMODE_LIGHTSOURCE)
4974 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4975 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4979 if (mode == SHADERMODE_LIGHTDIRECTION)
4981 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
4984 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4985 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4986 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
4987 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4988 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
4991 if (mode == SHADERMODE_LIGHTSOURCE)
4993 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4994 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4995 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
4996 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
4997 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
4999 // additive passes are only darkened by fog, not tinted
5000 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5001 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5005 if (mode == SHADERMODE_FLATCOLOR)
5007 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5009 else if (mode == SHADERMODE_LIGHTDIRECTION)
5011 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
5012 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
5013 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
5014 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
5015 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
5016 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
5017 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
5021 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
5022 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
5023 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
5024 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
5025 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
5027 // additive passes are only darkened by fog, not tinted
5028 if (r_cg_permutation->fp_FogColor)
5030 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5031 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5033 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5036 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
5037 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
5038 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
5039 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5040 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5041 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5042 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5043 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5045 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
5046 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
5047 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5048 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5049 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5050 if (r_cg_permutation->fp_Color_Pants)
5052 if (rsurface.texture->pantstexture)
5053 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5055 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5058 if (r_cg_permutation->fp_Color_Shirt)
5060 if (rsurface.texture->shirttexture)
5061 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5063 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5066 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
5067 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5068 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5069 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5070 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5071 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
5072 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5074 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5075 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5076 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5077 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5078 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5079 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5080 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5081 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5082 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5083 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5084 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5085 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5086 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5087 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5088 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
5089 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5090 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5091 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5092 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5093 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5094 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5095 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5096 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5097 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5098 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5099 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5101 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5102 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5103 if (rsurface.rtlight)
5105 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5106 if (r_shadow_usingshadowmapcube)
5107 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5108 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5115 case RENDERPATH_GL13:
5116 case RENDERPATH_GL11:
5121 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5123 // select a permutation of the lighting shader appropriate to this
5124 // combination of texture, entity, light source, and fogging, only use the
5125 // minimum features necessary to avoid wasting rendering time in the
5126 // fragment shader on features that are not being used
5127 unsigned int permutation = 0;
5128 unsigned int mode = 0;
5129 const float *lightcolorbase = rtlight->currentcolor;
5130 float ambientscale = rtlight->ambientscale;
5131 float diffusescale = rtlight->diffusescale;
5132 float specularscale = rtlight->specularscale;
5133 // this is the location of the light in view space
5134 vec3_t viewlightorigin;
5135 // this transforms from view space (camera) to light space (cubemap)
5136 matrix4x4_t viewtolight;
5137 matrix4x4_t lighttoview;
5138 float viewtolight16f[16];
5139 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5141 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5142 if (rtlight->currentcubemap != r_texture_whitecube)
5143 permutation |= SHADERPERMUTATION_CUBEFILTER;
5144 if (diffusescale > 0)
5145 permutation |= SHADERPERMUTATION_DIFFUSE;
5146 if (specularscale > 0)
5148 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5149 if (r_shadow_glossexact.integer)
5150 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5152 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5154 if (r_shadow_usingshadowmaprect)
5155 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5156 if (r_shadow_usingshadowmap2d)
5157 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5158 if (r_shadow_usingshadowmapcube)
5159 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5160 else if(r_shadow_shadowmapvsdct)
5161 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5163 if (r_shadow_shadowmapsampler)
5164 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5165 if (r_shadow_shadowmappcf > 1)
5166 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5167 else if (r_shadow_shadowmappcf)
5168 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5170 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5171 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5172 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5173 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5174 switch(vid.renderpath)
5176 case RENDERPATH_GL20:
5177 R_SetupShader_SetPermutationGLSL(mode, permutation);
5178 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5179 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5180 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);
5181 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);
5182 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);
5183 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]);
5184 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]);
5185 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));
5186 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]);
5187 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5189 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5190 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5191 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5192 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5193 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5194 if (r_shadow_usingshadowmapcube)
5195 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5196 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5197 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5199 case RENDERPATH_CGGL:
5201 R_SetupShader_SetPermutationCG(mode, permutation);
5202 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5203 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5204 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
5205 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
5206 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
5207 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
5208 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
5209 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
5210 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
5211 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5213 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5214 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5215 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5218 if (r_shadow_usingshadowmapcube)
5219 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5221 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5224 case RENDERPATH_GL13:
5225 case RENDERPATH_GL11:
5230 #define SKINFRAME_HASH 1024
5234 int loadsequence; // incremented each level change
5235 memexpandablearray_t array;
5236 skinframe_t *hash[SKINFRAME_HASH];
5239 r_skinframe_t r_skinframe;
5241 void R_SkinFrame_PrepareForPurge(void)
5243 r_skinframe.loadsequence++;
5244 // wrap it without hitting zero
5245 if (r_skinframe.loadsequence >= 200)
5246 r_skinframe.loadsequence = 1;
5249 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5253 // mark the skinframe as used for the purging code
5254 skinframe->loadsequence = r_skinframe.loadsequence;
5257 void R_SkinFrame_Purge(void)
5261 for (i = 0;i < SKINFRAME_HASH;i++)
5263 for (s = r_skinframe.hash[i];s;s = s->next)
5265 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5267 if (s->merged == s->base)
5269 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5270 R_PurgeTexture(s->stain );s->stain = NULL;
5271 R_PurgeTexture(s->merged);s->merged = NULL;
5272 R_PurgeTexture(s->base );s->base = NULL;
5273 R_PurgeTexture(s->pants );s->pants = NULL;
5274 R_PurgeTexture(s->shirt );s->shirt = NULL;
5275 R_PurgeTexture(s->nmap );s->nmap = NULL;
5276 R_PurgeTexture(s->gloss );s->gloss = NULL;
5277 R_PurgeTexture(s->glow );s->glow = NULL;
5278 R_PurgeTexture(s->fog );s->fog = NULL;
5279 R_PurgeTexture(s->reflect);s->reflect = NULL;
5280 s->loadsequence = 0;
5286 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5288 char basename[MAX_QPATH];
5290 Image_StripImageExtension(name, basename, sizeof(basename));
5292 if( last == NULL ) {
5294 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5295 item = r_skinframe.hash[hashindex];
5300 // linearly search through the hash bucket
5301 for( ; item ; item = item->next ) {
5302 if( !strcmp( item->basename, basename ) ) {
5309 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5313 char basename[MAX_QPATH];
5315 Image_StripImageExtension(name, basename, sizeof(basename));
5317 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5318 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5319 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5323 rtexture_t *dyntexture;
5324 // check whether its a dynamic texture
5325 dyntexture = CL_GetDynTexture( basename );
5326 if (!add && !dyntexture)
5328 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5329 memset(item, 0, sizeof(*item));
5330 strlcpy(item->basename, basename, sizeof(item->basename));
5331 item->base = dyntexture; // either NULL or dyntexture handle
5332 item->textureflags = textureflags;
5333 item->comparewidth = comparewidth;
5334 item->compareheight = compareheight;
5335 item->comparecrc = comparecrc;
5336 item->next = r_skinframe.hash[hashindex];
5337 r_skinframe.hash[hashindex] = item;
5339 else if( item->base == NULL )
5341 rtexture_t *dyntexture;
5342 // check whether its a dynamic texture
5343 // 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]
5344 dyntexture = CL_GetDynTexture( basename );
5345 item->base = dyntexture; // either NULL or dyntexture handle
5348 R_SkinFrame_MarkUsed(item);
5352 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5354 unsigned long long avgcolor[5], wsum; \
5362 for(pix = 0; pix < cnt; ++pix) \
5365 for(comp = 0; comp < 3; ++comp) \
5367 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5370 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5372 for(comp = 0; comp < 3; ++comp) \
5373 avgcolor[comp] += getpixel * w; \
5376 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5377 avgcolor[4] += getpixel; \
5379 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5381 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5382 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5383 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5384 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5387 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5390 unsigned char *pixels;
5391 unsigned char *bumppixels;
5392 unsigned char *basepixels = NULL;
5393 int basepixels_width = 0;
5394 int basepixels_height = 0;
5395 skinframe_t *skinframe;
5396 rtexture_t *ddsbase = NULL;
5397 qboolean ddshasalpha = false;
5398 float ddsavgcolor[4];
5399 char basename[MAX_QPATH];
5401 if (cls.state == ca_dedicated)
5404 // return an existing skinframe if already loaded
5405 // if loading of the first image fails, don't make a new skinframe as it
5406 // would cause all future lookups of this to be missing
5407 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5408 if (skinframe && skinframe->base)
5411 Image_StripImageExtension(name, basename, sizeof(basename));
5413 // check for DDS texture file first
5414 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5416 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5417 if (basepixels == NULL)
5421 if (developer_loading.integer)
5422 Con_Printf("loading skin \"%s\"\n", name);
5424 // we've got some pixels to store, so really allocate this new texture now
5426 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5427 skinframe->stain = NULL;
5428 skinframe->merged = NULL;
5429 skinframe->base = NULL;
5430 skinframe->pants = NULL;
5431 skinframe->shirt = NULL;
5432 skinframe->nmap = NULL;
5433 skinframe->gloss = NULL;
5434 skinframe->glow = NULL;
5435 skinframe->fog = NULL;
5436 skinframe->reflect = NULL;
5437 skinframe->hasalpha = false;
5441 skinframe->base = ddsbase;
5442 skinframe->hasalpha = ddshasalpha;
5443 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5444 if (r_loadfog && skinframe->hasalpha)
5445 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5446 //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]);
5450 basepixels_width = image_width;
5451 basepixels_height = image_height;
5452 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);
5453 if (textureflags & TEXF_ALPHA)
5455 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5457 if (basepixels[j] < 255)
5459 skinframe->hasalpha = true;
5463 if (r_loadfog && skinframe->hasalpha)
5465 // has transparent pixels
5466 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5467 for (j = 0;j < image_width * image_height * 4;j += 4)
5472 pixels[j+3] = basepixels[j+3];
5474 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);
5478 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5479 //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]);
5480 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5481 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5482 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5483 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5488 if (r_loadnormalmap)
5489 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5490 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5492 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5493 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5494 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5495 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5498 // _norm is the name used by tenebrae and has been adopted as standard
5499 if (r_loadnormalmap && skinframe->nmap == NULL)
5501 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5503 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);
5507 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5509 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5510 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5511 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);
5513 Mem_Free(bumppixels);
5515 else if (r_shadow_bumpscale_basetexture.value > 0)
5517 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5518 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5519 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);
5522 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5523 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5526 // _luma is supported only for tenebrae compatibility
5527 // _glow is the preferred name
5528 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5530 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);
5531 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5532 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5533 Mem_Free(pixels);pixels = NULL;
5536 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5538 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);
5539 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5540 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5545 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5547 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);
5548 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5549 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5554 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5556 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);
5557 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5558 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5563 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5565 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);
5566 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5567 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5573 Mem_Free(basepixels);
5578 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5579 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5582 unsigned char *temp1, *temp2;
5583 skinframe_t *skinframe;
5585 if (cls.state == ca_dedicated)
5588 // if already loaded just return it, otherwise make a new skinframe
5589 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5590 if (skinframe && skinframe->base)
5593 skinframe->stain = NULL;
5594 skinframe->merged = NULL;
5595 skinframe->base = NULL;
5596 skinframe->pants = NULL;
5597 skinframe->shirt = NULL;
5598 skinframe->nmap = NULL;
5599 skinframe->gloss = NULL;
5600 skinframe->glow = NULL;
5601 skinframe->fog = NULL;
5602 skinframe->reflect = NULL;
5603 skinframe->hasalpha = false;
5605 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5609 if (developer_loading.integer)
5610 Con_Printf("loading 32bit skin \"%s\"\n", name);
5612 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5614 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5615 temp2 = temp1 + width * height * 4;
5616 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5617 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5620 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5621 if (textureflags & TEXF_ALPHA)
5623 for (i = 3;i < width * height * 4;i += 4)
5625 if (skindata[i] < 255)
5627 skinframe->hasalpha = true;
5631 if (r_loadfog && skinframe->hasalpha)
5633 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5634 memcpy(fogpixels, skindata, width * height * 4);
5635 for (i = 0;i < width * height * 4;i += 4)
5636 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5637 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5638 Mem_Free(fogpixels);
5642 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5643 //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]);
5648 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5652 skinframe_t *skinframe;
5654 if (cls.state == ca_dedicated)
5657 // if already loaded just return it, otherwise make a new skinframe
5658 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5659 if (skinframe && skinframe->base)
5662 skinframe->stain = NULL;
5663 skinframe->merged = NULL;
5664 skinframe->base = NULL;
5665 skinframe->pants = NULL;
5666 skinframe->shirt = NULL;
5667 skinframe->nmap = NULL;
5668 skinframe->gloss = NULL;
5669 skinframe->glow = NULL;
5670 skinframe->fog = NULL;
5671 skinframe->reflect = NULL;
5672 skinframe->hasalpha = false;
5674 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5678 if (developer_loading.integer)
5679 Con_Printf("loading quake skin \"%s\"\n", name);
5681 // 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)
5682 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5683 memcpy(skinframe->qpixels, skindata, width*height);
5684 skinframe->qwidth = width;
5685 skinframe->qheight = height;
5688 for (i = 0;i < width * height;i++)
5689 featuresmask |= palette_featureflags[skindata[i]];
5691 skinframe->hasalpha = false;
5692 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5693 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5694 skinframe->qgeneratemerged = true;
5695 skinframe->qgeneratebase = skinframe->qhascolormapping;
5696 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5698 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5699 //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]);
5704 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5708 unsigned char *skindata;
5710 if (!skinframe->qpixels)
5713 if (!skinframe->qhascolormapping)
5714 colormapped = false;
5718 if (!skinframe->qgeneratebase)
5723 if (!skinframe->qgeneratemerged)
5727 width = skinframe->qwidth;
5728 height = skinframe->qheight;
5729 skindata = skinframe->qpixels;
5731 if (skinframe->qgeneratenmap)
5733 unsigned char *temp1, *temp2;
5734 skinframe->qgeneratenmap = false;
5735 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5736 temp2 = temp1 + width * height * 4;
5737 // use either a custom palette or the quake palette
5738 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5739 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5740 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5744 if (skinframe->qgenerateglow)
5746 skinframe->qgenerateglow = false;
5747 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5752 skinframe->qgeneratebase = false;
5753 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);
5754 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5755 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5759 skinframe->qgeneratemerged = false;
5760 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5763 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5765 Mem_Free(skinframe->qpixels);
5766 skinframe->qpixels = NULL;
5770 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)
5773 skinframe_t *skinframe;
5775 if (cls.state == ca_dedicated)
5778 // if already loaded just return it, otherwise make a new skinframe
5779 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5780 if (skinframe && skinframe->base)
5783 skinframe->stain = NULL;
5784 skinframe->merged = NULL;
5785 skinframe->base = NULL;
5786 skinframe->pants = NULL;
5787 skinframe->shirt = NULL;
5788 skinframe->nmap = NULL;
5789 skinframe->gloss = NULL;
5790 skinframe->glow = NULL;
5791 skinframe->fog = NULL;
5792 skinframe->reflect = NULL;
5793 skinframe->hasalpha = false;
5795 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5799 if (developer_loading.integer)
5800 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5802 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5803 if (textureflags & TEXF_ALPHA)
5805 for (i = 0;i < width * height;i++)
5807 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5809 skinframe->hasalpha = true;
5813 if (r_loadfog && skinframe->hasalpha)
5814 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5817 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5818 //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]);
5823 skinframe_t *R_SkinFrame_LoadMissing(void)
5825 skinframe_t *skinframe;
5827 if (cls.state == ca_dedicated)
5830 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5831 skinframe->stain = NULL;
5832 skinframe->merged = NULL;
5833 skinframe->base = NULL;
5834 skinframe->pants = NULL;
5835 skinframe->shirt = NULL;
5836 skinframe->nmap = NULL;
5837 skinframe->gloss = NULL;
5838 skinframe->glow = NULL;
5839 skinframe->fog = NULL;
5840 skinframe->reflect = NULL;
5841 skinframe->hasalpha = false;
5843 skinframe->avgcolor[0] = rand() / RAND_MAX;
5844 skinframe->avgcolor[1] = rand() / RAND_MAX;
5845 skinframe->avgcolor[2] = rand() / RAND_MAX;
5846 skinframe->avgcolor[3] = 1;
5851 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5852 typedef struct suffixinfo_s
5855 qboolean flipx, flipy, flipdiagonal;
5858 static suffixinfo_t suffix[3][6] =
5861 {"px", false, false, false},
5862 {"nx", false, false, false},
5863 {"py", false, false, false},
5864 {"ny", false, false, false},
5865 {"pz", false, false, false},
5866 {"nz", false, false, false}
5869 {"posx", false, false, false},
5870 {"negx", false, false, false},
5871 {"posy", false, false, false},
5872 {"negy", false, false, false},
5873 {"posz", false, false, false},
5874 {"negz", false, false, false}
5877 {"rt", true, false, true},
5878 {"lf", false, true, true},
5879 {"ft", true, true, false},
5880 {"bk", false, false, false},
5881 {"up", true, false, true},
5882 {"dn", true, false, true}
5886 static int componentorder[4] = {0, 1, 2, 3};
5888 rtexture_t *R_LoadCubemap(const char *basename)
5890 int i, j, cubemapsize;
5891 unsigned char *cubemappixels, *image_buffer;
5892 rtexture_t *cubemaptexture;
5894 // must start 0 so the first loadimagepixels has no requested width/height
5896 cubemappixels = NULL;
5897 cubemaptexture = NULL;
5898 // keep trying different suffix groups (posx, px, rt) until one loads
5899 for (j = 0;j < 3 && !cubemappixels;j++)
5901 // load the 6 images in the suffix group
5902 for (i = 0;i < 6;i++)
5904 // generate an image name based on the base and and suffix
5905 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5907 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5909 // an image loaded, make sure width and height are equal
5910 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5912 // if this is the first image to load successfully, allocate the cubemap memory
5913 if (!cubemappixels && image_width >= 1)
5915 cubemapsize = image_width;
5916 // note this clears to black, so unavailable sides are black
5917 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5919 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5921 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);
5924 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5926 Mem_Free(image_buffer);
5930 // if a cubemap loaded, upload it
5933 if (developer_loading.integer)
5934 Con_Printf("loading cubemap \"%s\"\n", basename);
5936 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5937 Mem_Free(cubemappixels);
5941 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5942 if (developer_loading.integer)
5944 Con_Printf("(tried tried images ");
5945 for (j = 0;j < 3;j++)
5946 for (i = 0;i < 6;i++)
5947 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5948 Con_Print(" and was unable to find any of them).\n");
5951 return cubemaptexture;
5954 rtexture_t *R_GetCubemap(const char *basename)
5957 for (i = 0;i < r_texture_numcubemaps;i++)
5958 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5959 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5960 if (i >= MAX_CUBEMAPS)
5961 return r_texture_whitecube;
5962 r_texture_numcubemaps++;
5963 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5964 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5965 return r_texture_cubemaps[i].texture;
5968 void R_FreeCubemaps(void)
5971 for (i = 0;i < r_texture_numcubemaps;i++)
5973 if (developer_loading.integer)
5974 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5975 if (r_texture_cubemaps[i].texture)
5976 R_FreeTexture(r_texture_cubemaps[i].texture);
5978 r_texture_numcubemaps = 0;
5981 void R_Main_FreeViewCache(void)
5983 if (r_refdef.viewcache.entityvisible)
5984 Mem_Free(r_refdef.viewcache.entityvisible);
5985 if (r_refdef.viewcache.world_pvsbits)
5986 Mem_Free(r_refdef.viewcache.world_pvsbits);
5987 if (r_refdef.viewcache.world_leafvisible)
5988 Mem_Free(r_refdef.viewcache.world_leafvisible);
5989 if (r_refdef.viewcache.world_surfacevisible)
5990 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5991 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5994 void R_Main_ResizeViewCache(void)
5996 int numentities = r_refdef.scene.numentities;
5997 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5998 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5999 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6000 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6001 if (r_refdef.viewcache.maxentities < numentities)
6003 r_refdef.viewcache.maxentities = numentities;
6004 if (r_refdef.viewcache.entityvisible)
6005 Mem_Free(r_refdef.viewcache.entityvisible);
6006 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6008 if (r_refdef.viewcache.world_numclusters != numclusters)
6010 r_refdef.viewcache.world_numclusters = numclusters;
6011 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6012 if (r_refdef.viewcache.world_pvsbits)
6013 Mem_Free(r_refdef.viewcache.world_pvsbits);
6014 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6016 if (r_refdef.viewcache.world_numleafs != numleafs)
6018 r_refdef.viewcache.world_numleafs = numleafs;
6019 if (r_refdef.viewcache.world_leafvisible)
6020 Mem_Free(r_refdef.viewcache.world_leafvisible);
6021 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6023 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6025 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6026 if (r_refdef.viewcache.world_surfacevisible)
6027 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6028 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6032 extern rtexture_t *loadingscreentexture;
6033 void gl_main_start(void)
6035 loadingscreentexture = NULL;
6036 r_texture_blanknormalmap = NULL;
6037 r_texture_white = NULL;
6038 r_texture_grey128 = NULL;
6039 r_texture_black = NULL;
6040 r_texture_whitecube = NULL;
6041 r_texture_normalizationcube = NULL;
6042 r_texture_fogattenuation = NULL;
6043 r_texture_gammaramps = NULL;
6044 r_texture_numcubemaps = 0;
6046 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6047 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6049 switch(vid.renderpath)
6051 case RENDERPATH_GL20:
6052 case RENDERPATH_CGGL:
6053 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6054 Cvar_SetValueQuick(&gl_combine, 1);
6055 Cvar_SetValueQuick(&r_glsl, 1);
6056 r_loadnormalmap = true;
6060 case RENDERPATH_GL13:
6061 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6062 Cvar_SetValueQuick(&gl_combine, 1);
6063 Cvar_SetValueQuick(&r_glsl, 0);
6064 r_loadnormalmap = false;
6065 r_loadgloss = false;
6068 case RENDERPATH_GL11:
6069 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6070 Cvar_SetValueQuick(&gl_combine, 0);
6071 Cvar_SetValueQuick(&r_glsl, 0);
6072 r_loadnormalmap = false;
6073 r_loadgloss = false;
6079 R_FrameData_Reset();
6083 memset(r_queries, 0, sizeof(r_queries));
6085 r_qwskincache = NULL;
6086 r_qwskincache_size = 0;
6088 // set up r_skinframe loading system for textures
6089 memset(&r_skinframe, 0, sizeof(r_skinframe));
6090 r_skinframe.loadsequence = 1;
6091 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6093 r_main_texturepool = R_AllocTexturePool();
6094 R_BuildBlankTextures();
6096 if (vid.support.arb_texture_cube_map)
6099 R_BuildNormalizationCube();
6101 r_texture_fogattenuation = NULL;
6102 r_texture_gammaramps = NULL;
6103 //r_texture_fogintensity = NULL;
6104 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6105 memset(&r_waterstate, 0, sizeof(r_waterstate));
6106 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6107 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6108 glslshaderstring = NULL;
6110 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6111 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6112 cgshaderstring = NULL;
6114 memset(&r_svbsp, 0, sizeof (r_svbsp));
6116 r_refdef.fogmasktable_density = 0;
6119 void gl_main_shutdown(void)
6122 R_FrameData_Reset();
6124 R_Main_FreeViewCache();
6127 qglDeleteQueriesARB(r_maxqueries, r_queries);
6131 memset(r_queries, 0, sizeof(r_queries));
6133 r_qwskincache = NULL;
6134 r_qwskincache_size = 0;
6136 // clear out the r_skinframe state
6137 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6138 memset(&r_skinframe, 0, sizeof(r_skinframe));
6141 Mem_Free(r_svbsp.nodes);
6142 memset(&r_svbsp, 0, sizeof (r_svbsp));
6143 R_FreeTexturePool(&r_main_texturepool);
6144 loadingscreentexture = NULL;
6145 r_texture_blanknormalmap = NULL;
6146 r_texture_white = NULL;
6147 r_texture_grey128 = NULL;
6148 r_texture_black = NULL;
6149 r_texture_whitecube = NULL;
6150 r_texture_normalizationcube = NULL;
6151 r_texture_fogattenuation = NULL;
6152 r_texture_gammaramps = NULL;
6153 r_texture_numcubemaps = 0;
6154 //r_texture_fogintensity = NULL;
6155 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6156 memset(&r_waterstate, 0, sizeof(r_waterstate));
6160 extern void CL_ParseEntityLump(char *entitystring);
6161 void gl_main_newmap(void)
6163 // FIXME: move this code to client
6165 char *entities, entname[MAX_QPATH];
6167 Mem_Free(r_qwskincache);
6168 r_qwskincache = NULL;
6169 r_qwskincache_size = 0;
6172 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6173 l = (int)strlen(entname) - 4;
6174 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6176 memcpy(entname + l, ".ent", 5);
6177 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6179 CL_ParseEntityLump(entities);
6184 if (cl.worldmodel->brush.entities)
6185 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6187 R_Main_FreeViewCache();
6189 R_FrameData_Reset();
6192 void GL_Main_Init(void)
6194 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6196 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6197 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6198 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6199 if (gamemode == GAME_NEHAHRA)
6201 Cvar_RegisterVariable (&gl_fogenable);
6202 Cvar_RegisterVariable (&gl_fogdensity);
6203 Cvar_RegisterVariable (&gl_fogred);
6204 Cvar_RegisterVariable (&gl_foggreen);
6205 Cvar_RegisterVariable (&gl_fogblue);
6206 Cvar_RegisterVariable (&gl_fogstart);
6207 Cvar_RegisterVariable (&gl_fogend);
6208 Cvar_RegisterVariable (&gl_skyclip);
6210 Cvar_RegisterVariable(&r_motionblur);
6211 Cvar_RegisterVariable(&r_motionblur_maxblur);
6212 Cvar_RegisterVariable(&r_motionblur_bmin);
6213 Cvar_RegisterVariable(&r_motionblur_vmin);
6214 Cvar_RegisterVariable(&r_motionblur_vmax);
6215 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6216 Cvar_RegisterVariable(&r_motionblur_randomize);
6217 Cvar_RegisterVariable(&r_damageblur);
6218 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6219 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6220 Cvar_RegisterVariable(&r_equalize_entities_by);
6221 Cvar_RegisterVariable(&r_equalize_entities_to);
6222 Cvar_RegisterVariable(&r_depthfirst);
6223 Cvar_RegisterVariable(&r_useinfinitefarclip);
6224 Cvar_RegisterVariable(&r_farclip_base);
6225 Cvar_RegisterVariable(&r_farclip_world);
6226 Cvar_RegisterVariable(&r_nearclip);
6227 Cvar_RegisterVariable(&r_showbboxes);
6228 Cvar_RegisterVariable(&r_showsurfaces);
6229 Cvar_RegisterVariable(&r_showtris);
6230 Cvar_RegisterVariable(&r_shownormals);
6231 Cvar_RegisterVariable(&r_showlighting);
6232 Cvar_RegisterVariable(&r_showshadowvolumes);
6233 Cvar_RegisterVariable(&r_showcollisionbrushes);
6234 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6235 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6236 Cvar_RegisterVariable(&r_showdisabledepthtest);
6237 Cvar_RegisterVariable(&r_drawportals);
6238 Cvar_RegisterVariable(&r_drawentities);
6239 Cvar_RegisterVariable(&r_cullentities_trace);
6240 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6241 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6242 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6243 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6244 Cvar_RegisterVariable(&r_drawviewmodel);
6245 Cvar_RegisterVariable(&r_speeds);
6246 Cvar_RegisterVariable(&r_fullbrights);
6247 Cvar_RegisterVariable(&r_wateralpha);
6248 Cvar_RegisterVariable(&r_dynamic);
6249 Cvar_RegisterVariable(&r_fullbright);
6250 Cvar_RegisterVariable(&r_shadows);
6251 Cvar_RegisterVariable(&r_shadows_darken);
6252 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6253 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6254 Cvar_RegisterVariable(&r_shadows_throwdistance);
6255 Cvar_RegisterVariable(&r_shadows_throwdirection);
6256 Cvar_RegisterVariable(&r_shadows_focus);
6257 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6258 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6259 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6260 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6261 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6262 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6263 Cvar_RegisterVariable(&r_fog_exp2);
6264 Cvar_RegisterVariable(&r_drawfog);
6265 Cvar_RegisterVariable(&r_transparentdepthmasking);
6266 Cvar_RegisterVariable(&r_texture_dds_load);
6267 Cvar_RegisterVariable(&r_texture_dds_save);
6268 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6269 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6270 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6271 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6272 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6273 Cvar_RegisterVariable(&r_textureunits);
6274 Cvar_RegisterVariable(&gl_combine);
6275 Cvar_RegisterVariable(&r_glsl);
6276 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6277 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6278 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6279 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6280 Cvar_RegisterVariable(&r_glsl_postprocess);
6281 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6282 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6283 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6284 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6285 Cvar_RegisterVariable(&r_water);
6286 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6287 Cvar_RegisterVariable(&r_water_clippingplanebias);
6288 Cvar_RegisterVariable(&r_water_refractdistort);
6289 Cvar_RegisterVariable(&r_water_reflectdistort);
6290 Cvar_RegisterVariable(&r_lerpsprites);
6291 Cvar_RegisterVariable(&r_lerpmodels);
6292 Cvar_RegisterVariable(&r_lerplightstyles);
6293 Cvar_RegisterVariable(&r_waterscroll);
6294 Cvar_RegisterVariable(&r_bloom);
6295 Cvar_RegisterVariable(&r_bloom_colorscale);
6296 Cvar_RegisterVariable(&r_bloom_brighten);
6297 Cvar_RegisterVariable(&r_bloom_blur);
6298 Cvar_RegisterVariable(&r_bloom_resolution);
6299 Cvar_RegisterVariable(&r_bloom_colorexponent);
6300 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6301 Cvar_RegisterVariable(&r_hdr);
6302 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6303 Cvar_RegisterVariable(&r_hdr_glowintensity);
6304 Cvar_RegisterVariable(&r_hdr_range);
6305 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6306 Cvar_RegisterVariable(&developer_texturelogging);
6307 Cvar_RegisterVariable(&gl_lightmaps);
6308 Cvar_RegisterVariable(&r_test);
6309 Cvar_RegisterVariable(&r_batchmode);
6310 Cvar_RegisterVariable(&r_glsl_saturation);
6311 Cvar_RegisterVariable(&r_framedatasize);
6312 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6313 Cvar_SetValue("r_fullbrights", 0);
6314 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6316 Cvar_RegisterVariable(&r_track_sprites);
6317 Cvar_RegisterVariable(&r_track_sprites_flags);
6318 Cvar_RegisterVariable(&r_track_sprites_scalew);
6319 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6320 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6321 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6324 extern void R_Textures_Init(void);
6325 extern void GL_Draw_Init(void);
6326 extern void GL_Main_Init(void);
6327 extern void R_Shadow_Init(void);
6328 extern void R_Sky_Init(void);
6329 extern void GL_Surf_Init(void);
6330 extern void R_Particles_Init(void);
6331 extern void R_Explosion_Init(void);
6332 extern void gl_backend_init(void);
6333 extern void Sbar_Init(void);
6334 extern void R_LightningBeams_Init(void);
6335 extern void Mod_RenderInit(void);
6336 extern void Font_Init(void);
6338 void Render_Init(void)
6351 R_LightningBeams_Init();
6360 extern char *ENGINE_EXTENSIONS;
6363 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6364 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6365 gl_version = (const char *)qglGetString(GL_VERSION);
6366 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6370 if (!gl_platformextensions)
6371 gl_platformextensions = "";
6373 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6374 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6375 Con_Printf("GL_VERSION: %s\n", gl_version);
6376 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6377 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6379 VID_CheckExtensions();
6381 // LordHavoc: report supported extensions
6382 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6384 // clear to black (loading plaque will be seen over this)
6386 qglClearColor(0,0,0,1);CHECKGLERROR
6387 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6390 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6394 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6396 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6399 p = r_refdef.view.frustum + i;
6404 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6408 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6412 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6416 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6420 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6424 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6428 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6432 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6440 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6444 for (i = 0;i < numplanes;i++)
6451 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6455 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6459 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6463 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6467 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6471 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6475 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6479 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6487 //==================================================================================
6489 // LordHavoc: this stores temporary data used within the same frame
6491 qboolean r_framedata_failed;
6492 static size_t r_framedata_size;
6493 static size_t r_framedata_current;
6494 static void *r_framedata_base;
6496 void R_FrameData_Reset(void)
6498 if (r_framedata_base)
6499 Mem_Free(r_framedata_base);
6500 r_framedata_base = NULL;
6501 r_framedata_size = 0;
6502 r_framedata_current = 0;
6503 r_framedata_failed = false;
6506 void R_FrameData_NewFrame(void)
6509 if (r_framedata_failed)
6510 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6511 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6512 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6513 if (r_framedata_size != wantedsize)
6515 r_framedata_size = wantedsize;
6516 if (r_framedata_base)
6517 Mem_Free(r_framedata_base);
6518 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6520 r_framedata_current = 0;
6521 r_framedata_failed = false;
6524 void *R_FrameData_Alloc(size_t size)
6528 // align to 16 byte boundary
6529 size = (size + 15) & ~15;
6530 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6531 r_framedata_current += size;
6534 if (r_framedata_current > r_framedata_size)
6535 r_framedata_failed = true;
6537 // return NULL on everything after a failure
6538 if (r_framedata_failed)
6544 void *R_FrameData_Store(size_t size, void *data)
6546 void *d = R_FrameData_Alloc(size);
6548 memcpy(d, data, size);
6552 //==================================================================================
6554 // LordHavoc: animcache originally written by Echon, rewritten since then
6557 * Animation cache prevents re-generating mesh data for an animated model
6558 * multiple times in one frame for lighting, shadowing, reflections, etc.
6561 void R_AnimCache_Free(void)
6565 void R_AnimCache_ClearCache(void)
6568 entity_render_t *ent;
6570 for (i = 0;i < r_refdef.scene.numentities;i++)
6572 ent = r_refdef.scene.entities[i];
6573 ent->animcache_vertex3f = NULL;
6574 ent->animcache_normal3f = NULL;
6575 ent->animcache_svector3f = NULL;
6576 ent->animcache_tvector3f = NULL;
6580 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6582 dp_model_t *model = ent->model;
6584 // see if it's already cached this frame
6585 if (ent->animcache_vertex3f)
6587 // add normals/tangents if needed
6588 if (wantnormals || wanttangents)
6590 if (ent->animcache_normal3f)
6591 wantnormals = false;
6592 if (ent->animcache_svector3f)
6593 wanttangents = false;
6594 if (wantnormals || wanttangents)
6596 numvertices = model->surfmesh.num_vertices;
6598 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6601 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6602 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6604 if (!r_framedata_failed)
6605 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6611 // see if this ent is worth caching
6612 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6614 // get some memory for this entity and generate mesh data
6615 numvertices = model->surfmesh.num_vertices;
6616 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6618 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6621 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6622 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6624 if (!r_framedata_failed)
6625 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6627 return !r_framedata_failed;
6630 void R_AnimCache_CacheVisibleEntities(void)
6633 qboolean wantnormals = !r_showsurfaces.integer;
6634 qboolean wanttangents = !r_showsurfaces.integer;
6636 switch(vid.renderpath)
6638 case RENDERPATH_GL20:
6639 case RENDERPATH_CGGL:
6641 case RENDERPATH_GL13:
6642 case RENDERPATH_GL11:
6643 wanttangents = false;
6647 // TODO: thread this
6648 // NOTE: R_PrepareRTLights() also caches entities
6650 for (i = 0;i < r_refdef.scene.numentities;i++)
6651 if (r_refdef.viewcache.entityvisible[i])
6652 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6655 //==================================================================================
6657 static void R_View_UpdateEntityLighting (void)
6660 entity_render_t *ent;
6661 vec3_t tempdiffusenormal, avg;
6662 vec_t f, fa, fd, fdd;
6663 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6665 for (i = 0;i < r_refdef.scene.numentities;i++)
6667 ent = r_refdef.scene.entities[i];
6669 // skip unseen models
6670 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6674 if (ent->model && ent->model->brush.num_leafs)
6676 // TODO: use modellight for r_ambient settings on world?
6677 VectorSet(ent->modellight_ambient, 0, 0, 0);
6678 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6679 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6683 // fetch the lighting from the worldmodel data
6684 VectorClear(ent->modellight_ambient);
6685 VectorClear(ent->modellight_diffuse);
6686 VectorClear(tempdiffusenormal);
6687 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6690 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6691 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6692 if(ent->flags & RENDER_EQUALIZE)
6694 // first fix up ambient lighting...
6695 if(r_equalize_entities_minambient.value > 0)
6697 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6700 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6701 if(fa < r_equalize_entities_minambient.value * fd)
6704 // fa'/fd' = minambient
6705 // fa'+0.25*fd' = fa+0.25*fd
6707 // fa' = fd' * minambient
6708 // fd'*(0.25+minambient) = fa+0.25*fd
6710 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6711 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6713 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6714 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
6715 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6716 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6721 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6723 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6724 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6727 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6728 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6729 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6735 VectorSet(ent->modellight_ambient, 1, 1, 1);
6737 // move the light direction into modelspace coordinates for lighting code
6738 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6739 if(VectorLength2(ent->modellight_lightdir) == 0)
6740 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6741 VectorNormalize(ent->modellight_lightdir);
6745 #define MAX_LINEOFSIGHTTRACES 64
6747 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6750 vec3_t boxmins, boxmaxs;
6753 dp_model_t *model = r_refdef.scene.worldmodel;
6755 if (!model || !model->brush.TraceLineOfSight)
6758 // expand the box a little
6759 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6760 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6761 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6762 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6763 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6764 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6766 // return true if eye is inside enlarged box
6767 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6771 VectorCopy(eye, start);
6772 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6773 if (model->brush.TraceLineOfSight(model, start, end))
6776 // try various random positions
6777 for (i = 0;i < numsamples;i++)
6779 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6780 if (model->brush.TraceLineOfSight(model, start, end))
6788 static void R_View_UpdateEntityVisible (void)
6793 entity_render_t *ent;
6795 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6796 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6797 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6798 : RENDER_EXTERIORMODEL;
6799 if (!r_drawviewmodel.integer)
6800 renderimask |= RENDER_VIEWMODEL;
6801 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6803 // worldmodel can check visibility
6804 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6805 for (i = 0;i < r_refdef.scene.numentities;i++)
6807 ent = r_refdef.scene.entities[i];
6808 if (!(ent->flags & renderimask))
6809 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)))
6810 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))
6811 r_refdef.viewcache.entityvisible[i] = true;
6813 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6815 for (i = 0;i < r_refdef.scene.numentities;i++)
6817 ent = r_refdef.scene.entities[i];
6818 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6820 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6822 continue; // temp entities do pvs only
6823 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6824 ent->last_trace_visibility = realtime;
6825 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6826 r_refdef.viewcache.entityvisible[i] = 0;
6833 // no worldmodel or it can't check visibility
6834 for (i = 0;i < r_refdef.scene.numentities;i++)
6836 ent = r_refdef.scene.entities[i];
6837 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));
6842 /// only used if skyrendermasked, and normally returns false
6843 int R_DrawBrushModelsSky (void)
6846 entity_render_t *ent;
6849 for (i = 0;i < r_refdef.scene.numentities;i++)
6851 if (!r_refdef.viewcache.entityvisible[i])
6853 ent = r_refdef.scene.entities[i];
6854 if (!ent->model || !ent->model->DrawSky)
6856 ent->model->DrawSky(ent);
6862 static void R_DrawNoModel(entity_render_t *ent);
6863 static void R_DrawModels(void)
6866 entity_render_t *ent;
6868 for (i = 0;i < r_refdef.scene.numentities;i++)
6870 if (!r_refdef.viewcache.entityvisible[i])
6872 ent = r_refdef.scene.entities[i];
6873 r_refdef.stats.entities++;
6874 if (ent->model && ent->model->Draw != NULL)
6875 ent->model->Draw(ent);
6881 static void R_DrawModelsDepth(void)
6884 entity_render_t *ent;
6886 for (i = 0;i < r_refdef.scene.numentities;i++)
6888 if (!r_refdef.viewcache.entityvisible[i])
6890 ent = r_refdef.scene.entities[i];
6891 if (ent->model && ent->model->DrawDepth != NULL)
6892 ent->model->DrawDepth(ent);
6896 static void R_DrawModelsDebug(void)
6899 entity_render_t *ent;
6901 for (i = 0;i < r_refdef.scene.numentities;i++)
6903 if (!r_refdef.viewcache.entityvisible[i])
6905 ent = r_refdef.scene.entities[i];
6906 if (ent->model && ent->model->DrawDebug != NULL)
6907 ent->model->DrawDebug(ent);
6911 static void R_DrawModelsAddWaterPlanes(void)
6914 entity_render_t *ent;
6916 for (i = 0;i < r_refdef.scene.numentities;i++)
6918 if (!r_refdef.viewcache.entityvisible[i])
6920 ent = r_refdef.scene.entities[i];
6921 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6922 ent->model->DrawAddWaterPlanes(ent);
6926 static void R_View_SetFrustum(void)
6929 double slopex, slopey;
6930 vec3_t forward, left, up, origin;
6932 // we can't trust r_refdef.view.forward and friends in reflected scenes
6933 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6936 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6937 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6938 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6939 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6940 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6941 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6942 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6943 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6944 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6945 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6946 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6947 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6951 zNear = r_refdef.nearclip;
6952 nudge = 1.0 - 1.0 / (1<<23);
6953 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6954 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6955 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6956 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6957 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6958 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6959 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6960 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6966 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6967 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6968 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6969 r_refdef.view.frustum[0].dist = m[15] - m[12];
6971 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6972 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6973 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6974 r_refdef.view.frustum[1].dist = m[15] + m[12];
6976 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6977 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6978 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6979 r_refdef.view.frustum[2].dist = m[15] - m[13];
6981 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6982 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6983 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6984 r_refdef.view.frustum[3].dist = m[15] + m[13];
6986 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6987 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6988 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6989 r_refdef.view.frustum[4].dist = m[15] - m[14];
6991 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6992 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6993 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6994 r_refdef.view.frustum[5].dist = m[15] + m[14];
6997 if (r_refdef.view.useperspective)
6999 slopex = 1.0 / r_refdef.view.frustum_x;
7000 slopey = 1.0 / r_refdef.view.frustum_y;
7001 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7002 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7003 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7004 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7005 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7007 // Leaving those out was a mistake, those were in the old code, and they
7008 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7009 // I couldn't reproduce it after adding those normalizations. --blub
7010 VectorNormalize(r_refdef.view.frustum[0].normal);
7011 VectorNormalize(r_refdef.view.frustum[1].normal);
7012 VectorNormalize(r_refdef.view.frustum[2].normal);
7013 VectorNormalize(r_refdef.view.frustum[3].normal);
7015 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7016 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]);
7017 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]);
7018 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]);
7019 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]);
7021 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7022 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7023 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7024 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7025 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7029 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7030 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7031 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7032 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7033 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7034 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7035 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7036 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7037 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7038 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7040 r_refdef.view.numfrustumplanes = 5;
7042 if (r_refdef.view.useclipplane)
7044 r_refdef.view.numfrustumplanes = 6;
7045 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7048 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7049 PlaneClassify(r_refdef.view.frustum + i);
7051 // LordHavoc: note to all quake engine coders, Quake had a special case
7052 // for 90 degrees which assumed a square view (wrong), so I removed it,
7053 // Quake2 has it disabled as well.
7055 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7056 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7057 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7058 //PlaneClassify(&frustum[0]);
7060 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7061 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7062 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7063 //PlaneClassify(&frustum[1]);
7065 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7066 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7067 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7068 //PlaneClassify(&frustum[2]);
7070 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7071 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7072 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7073 //PlaneClassify(&frustum[3]);
7076 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7077 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7078 //PlaneClassify(&frustum[4]);
7081 void R_View_Update(void)
7083 R_Main_ResizeViewCache();
7084 R_View_SetFrustum();
7085 R_View_WorldVisibility(r_refdef.view.useclipplane);
7086 R_View_UpdateEntityVisible();
7087 R_View_UpdateEntityLighting();
7090 void R_SetupView(qboolean allowwaterclippingplane)
7092 const float *customclipplane = NULL;
7094 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7096 // LordHavoc: couldn't figure out how to make this approach the
7097 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7098 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7099 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7100 dist = r_refdef.view.clipplane.dist;
7101 plane[0] = r_refdef.view.clipplane.normal[0];
7102 plane[1] = r_refdef.view.clipplane.normal[1];
7103 plane[2] = r_refdef.view.clipplane.normal[2];
7105 customclipplane = plane;
7108 if (!r_refdef.view.useperspective)
7109 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);
7110 else if (vid.stencil && r_useinfinitefarclip.integer)
7111 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);
7113 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);
7114 R_SetViewport(&r_refdef.view.viewport);
7117 void R_EntityMatrix(const matrix4x4_t *matrix)
7119 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7121 gl_modelmatrixchanged = false;
7122 gl_modelmatrix = *matrix;
7123 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7124 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7125 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7126 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7128 switch(vid.renderpath)
7130 case RENDERPATH_GL20:
7131 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7132 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7133 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7135 case RENDERPATH_CGGL:
7138 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7139 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7140 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7143 case RENDERPATH_GL13:
7144 case RENDERPATH_GL11:
7145 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7151 void R_ResetViewRendering2D(void)
7153 r_viewport_t viewport;
7156 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7157 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);
7158 R_SetViewport(&viewport);
7159 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7160 GL_Color(1, 1, 1, 1);
7161 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7162 GL_BlendFunc(GL_ONE, GL_ZERO);
7163 GL_AlphaTest(false);
7164 GL_ScissorTest(false);
7165 GL_DepthMask(false);
7166 GL_DepthRange(0, 1);
7167 GL_DepthTest(false);
7168 R_EntityMatrix(&identitymatrix);
7169 R_Mesh_ResetTextureState();
7170 GL_PolygonOffset(0, 0);
7171 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7172 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7173 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7174 qglStencilMask(~0);CHECKGLERROR
7175 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7176 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7177 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7180 void R_ResetViewRendering3D(void)
7185 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7186 GL_Color(1, 1, 1, 1);
7187 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7188 GL_BlendFunc(GL_ONE, GL_ZERO);
7189 GL_AlphaTest(false);
7190 GL_ScissorTest(true);
7192 GL_DepthRange(0, 1);
7194 R_EntityMatrix(&identitymatrix);
7195 R_Mesh_ResetTextureState();
7196 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7197 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7198 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7199 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7200 qglStencilMask(~0);CHECKGLERROR
7201 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7202 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7203 GL_CullFace(r_refdef.view.cullface_back);
7206 void R_RenderScene(void);
7207 void R_RenderWaterPlanes(void);
7209 static void R_Water_StartFrame(void)
7212 int waterwidth, waterheight, texturewidth, textureheight;
7213 r_waterstate_waterplane_t *p;
7215 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7218 switch(vid.renderpath)
7220 case RENDERPATH_GL20:
7221 case RENDERPATH_CGGL:
7223 case RENDERPATH_GL13:
7224 case RENDERPATH_GL11:
7228 // set waterwidth and waterheight to the water resolution that will be
7229 // used (often less than the screen resolution for faster rendering)
7230 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7231 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7233 // calculate desired texture sizes
7234 // can't use water if the card does not support the texture size
7235 if (!r_water.integer || r_showsurfaces.integer)
7236 texturewidth = textureheight = waterwidth = waterheight = 0;
7237 else if (vid.support.arb_texture_non_power_of_two)
7239 texturewidth = waterwidth;
7240 textureheight = waterheight;
7244 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7245 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7248 // allocate textures as needed
7249 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7251 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7252 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7254 if (p->texture_refraction)
7255 R_FreeTexture(p->texture_refraction);
7256 p->texture_refraction = NULL;
7257 if (p->texture_reflection)
7258 R_FreeTexture(p->texture_reflection);
7259 p->texture_reflection = NULL;
7261 memset(&r_waterstate, 0, sizeof(r_waterstate));
7262 r_waterstate.texturewidth = texturewidth;
7263 r_waterstate.textureheight = textureheight;
7266 if (r_waterstate.texturewidth)
7268 r_waterstate.enabled = true;
7270 // when doing a reduced render (HDR) we want to use a smaller area
7271 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7272 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7274 // set up variables that will be used in shader setup
7275 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7276 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7277 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7278 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7281 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7282 r_waterstate.numwaterplanes = 0;
7285 void R_Water_AddWaterPlane(msurface_t *surface)
7287 int triangleindex, planeindex;
7293 r_waterstate_waterplane_t *p;
7294 texture_t *t = R_GetCurrentTexture(surface->texture);
7295 // just use the first triangle with a valid normal for any decisions
7296 VectorClear(normal);
7297 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7299 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7300 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7301 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7302 TriangleNormal(vert[0], vert[1], vert[2], normal);
7303 if (VectorLength2(normal) >= 0.001)
7307 VectorCopy(normal, plane.normal);
7308 VectorNormalize(plane.normal);
7309 plane.dist = DotProduct(vert[0], plane.normal);
7310 PlaneClassify(&plane);
7311 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7313 // skip backfaces (except if nocullface is set)
7314 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7316 VectorNegate(plane.normal, plane.normal);
7318 PlaneClassify(&plane);
7322 // find a matching plane if there is one
7323 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7324 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7326 if (planeindex >= r_waterstate.maxwaterplanes)
7327 return; // nothing we can do, out of planes
7329 // if this triangle does not fit any known plane rendered this frame, add one
7330 if (planeindex >= r_waterstate.numwaterplanes)
7332 // store the new plane
7333 r_waterstate.numwaterplanes++;
7335 // clear materialflags and pvs
7336 p->materialflags = 0;
7337 p->pvsvalid = false;
7339 // merge this surface's materialflags into the waterplane
7340 p->materialflags |= t->currentmaterialflags;
7341 // merge this surface's PVS into the waterplane
7342 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7343 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7344 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7346 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7351 static void R_Water_ProcessPlanes(void)
7353 r_refdef_view_t originalview;
7354 r_refdef_view_t myview;
7356 r_waterstate_waterplane_t *p;
7358 originalview = r_refdef.view;
7360 // make sure enough textures are allocated
7361 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7363 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7365 if (!p->texture_refraction)
7366 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);
7367 if (!p->texture_refraction)
7371 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7373 if (!p->texture_reflection)
7374 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);
7375 if (!p->texture_reflection)
7381 r_refdef.view = originalview;
7382 r_refdef.view.showdebug = false;
7383 r_refdef.view.width = r_waterstate.waterwidth;
7384 r_refdef.view.height = r_waterstate.waterheight;
7385 r_refdef.view.useclipplane = true;
7386 myview = r_refdef.view;
7387 r_waterstate.renderingscene = true;
7388 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7390 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7392 r_refdef.view = myview;
7393 // render reflected scene and copy into texture
7394 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7395 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7396 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7397 r_refdef.view.clipplane = p->plane;
7398 // reverse the cullface settings for this render
7399 r_refdef.view.cullface_front = GL_FRONT;
7400 r_refdef.view.cullface_back = GL_BACK;
7401 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7403 r_refdef.view.usecustompvs = true;
7405 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7407 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7410 R_ResetViewRendering3D();
7411 R_ClearScreen(r_refdef.fogenabled);
7415 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);
7418 // render the normal view scene and copy into texture
7419 // (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)
7420 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7422 r_waterstate.renderingrefraction = true;
7423 r_refdef.view = myview;
7424 r_refdef.view.clipplane = p->plane;
7425 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7426 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7427 PlaneClassify(&r_refdef.view.clipplane);
7429 R_ResetViewRendering3D();
7430 R_ClearScreen(r_refdef.fogenabled);
7434 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);
7435 r_waterstate.renderingrefraction = false;
7439 r_waterstate.renderingscene = false;
7440 r_refdef.view = originalview;
7441 R_ResetViewRendering3D();
7442 R_ClearScreen(r_refdef.fogenabled);
7446 r_refdef.view = originalview;
7447 r_waterstate.renderingscene = false;
7448 Cvar_SetValueQuick(&r_water, 0);
7449 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7453 void R_Bloom_StartFrame(void)
7455 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7457 switch(vid.renderpath)
7459 case RENDERPATH_GL20:
7460 case RENDERPATH_CGGL:
7462 case RENDERPATH_GL13:
7463 case RENDERPATH_GL11:
7467 // set bloomwidth and bloomheight to the bloom resolution that will be
7468 // used (often less than the screen resolution for faster rendering)
7469 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7470 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7471 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7472 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7473 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7475 // calculate desired texture sizes
7476 if (vid.support.arb_texture_non_power_of_two)
7478 screentexturewidth = r_refdef.view.width;
7479 screentextureheight = r_refdef.view.height;
7480 bloomtexturewidth = r_bloomstate.bloomwidth;
7481 bloomtextureheight = r_bloomstate.bloomheight;
7485 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7486 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7487 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7488 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7491 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))
7493 Cvar_SetValueQuick(&r_hdr, 0);
7494 Cvar_SetValueQuick(&r_bloom, 0);
7495 Cvar_SetValueQuick(&r_motionblur, 0);
7496 Cvar_SetValueQuick(&r_damageblur, 0);
7499 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)))
7500 screentexturewidth = screentextureheight = 0;
7501 if (!r_hdr.integer && !r_bloom.integer)
7502 bloomtexturewidth = bloomtextureheight = 0;
7504 // allocate textures as needed
7505 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7507 if (r_bloomstate.texture_screen)
7508 R_FreeTexture(r_bloomstate.texture_screen);
7509 r_bloomstate.texture_screen = NULL;
7510 r_bloomstate.screentexturewidth = screentexturewidth;
7511 r_bloomstate.screentextureheight = screentextureheight;
7512 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7513 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7515 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7517 if (r_bloomstate.texture_bloom)
7518 R_FreeTexture(r_bloomstate.texture_bloom);
7519 r_bloomstate.texture_bloom = NULL;
7520 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7521 r_bloomstate.bloomtextureheight = bloomtextureheight;
7522 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7523 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7526 // when doing a reduced render (HDR) we want to use a smaller area
7527 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7528 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7529 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7530 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7531 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7533 // set up a texcoord array for the full resolution screen image
7534 // (we have to keep this around to copy back during final render)
7535 r_bloomstate.screentexcoord2f[0] = 0;
7536 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7537 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7538 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7539 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7540 r_bloomstate.screentexcoord2f[5] = 0;
7541 r_bloomstate.screentexcoord2f[6] = 0;
7542 r_bloomstate.screentexcoord2f[7] = 0;
7544 // set up a texcoord array for the reduced resolution bloom image
7545 // (which will be additive blended over the screen image)
7546 r_bloomstate.bloomtexcoord2f[0] = 0;
7547 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7548 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7549 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7550 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7551 r_bloomstate.bloomtexcoord2f[5] = 0;
7552 r_bloomstate.bloomtexcoord2f[6] = 0;
7553 r_bloomstate.bloomtexcoord2f[7] = 0;
7555 if (r_hdr.integer || r_bloom.integer)
7557 r_bloomstate.enabled = true;
7558 r_bloomstate.hdr = r_hdr.integer != 0;
7561 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);
7564 void R_Bloom_CopyBloomTexture(float colorscale)
7566 r_refdef.stats.bloom++;
7568 // scale down screen texture to the bloom texture size
7570 R_SetViewport(&r_bloomstate.viewport);
7571 GL_BlendFunc(GL_ONE, GL_ZERO);
7572 GL_Color(colorscale, colorscale, colorscale, 1);
7573 // TODO: optimize with multitexture or GLSL
7574 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7575 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7576 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7577 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7579 // we now have a bloom image in the framebuffer
7580 // copy it into the bloom image texture for later processing
7581 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);
7582 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7585 void R_Bloom_CopyHDRTexture(void)
7587 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);
7588 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7591 void R_Bloom_MakeTexture(void)
7594 float xoffset, yoffset, r, brighten;
7596 r_refdef.stats.bloom++;
7598 R_ResetViewRendering2D();
7599 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7600 R_Mesh_ColorPointer(NULL, 0, 0);
7602 // we have a bloom image in the framebuffer
7604 R_SetViewport(&r_bloomstate.viewport);
7606 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7609 r = bound(0, r_bloom_colorexponent.value / x, 1);
7610 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7611 GL_Color(r, r, r, 1);
7612 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7613 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7614 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7615 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7617 // copy the vertically blurred bloom view to a texture
7618 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);
7619 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7622 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7623 brighten = r_bloom_brighten.value;
7625 brighten *= r_hdr_range.value;
7626 brighten = sqrt(brighten);
7628 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7629 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7630 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7632 for (dir = 0;dir < 2;dir++)
7634 // blend on at multiple vertical offsets to achieve a vertical blur
7635 // TODO: do offset blends using GLSL
7636 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7637 GL_BlendFunc(GL_ONE, GL_ZERO);
7638 for (x = -range;x <= range;x++)
7640 if (!dir){xoffset = 0;yoffset = x;}
7641 else {xoffset = x;yoffset = 0;}
7642 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7643 yoffset /= (float)r_bloomstate.bloomtextureheight;
7644 // compute a texcoord array with the specified x and y offset
7645 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7646 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7647 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7648 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7649 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7650 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7651 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7652 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7653 // this r value looks like a 'dot' particle, fading sharply to
7654 // black at the edges
7655 // (probably not realistic but looks good enough)
7656 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7657 //r = brighten/(range*2+1);
7658 r = brighten / (range * 2 + 1);
7660 r *= (1 - x*x/(float)(range*range));
7661 GL_Color(r, r, r, 1);
7662 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7663 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7664 GL_BlendFunc(GL_ONE, GL_ONE);
7667 // copy the vertically blurred bloom view to a texture
7668 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);
7669 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7672 // apply subtract last
7673 // (just like it would be in a GLSL shader)
7674 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7676 GL_BlendFunc(GL_ONE, GL_ZERO);
7677 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7678 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7679 GL_Color(1, 1, 1, 1);
7680 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7681 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7683 GL_BlendFunc(GL_ONE, GL_ONE);
7684 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7685 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7686 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7687 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7688 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7689 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7690 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7692 // copy the darkened bloom view to a texture
7693 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);
7694 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7698 void R_HDR_RenderBloomTexture(void)
7700 int oldwidth, oldheight;
7701 float oldcolorscale;
7703 oldcolorscale = r_refdef.view.colorscale;
7704 oldwidth = r_refdef.view.width;
7705 oldheight = r_refdef.view.height;
7706 r_refdef.view.width = r_bloomstate.bloomwidth;
7707 r_refdef.view.height = r_bloomstate.bloomheight;
7709 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7710 // TODO: add exposure compensation features
7711 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7713 r_refdef.view.showdebug = false;
7714 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7716 R_ResetViewRendering3D();
7718 R_ClearScreen(r_refdef.fogenabled);
7719 if (r_timereport_active)
7720 R_TimeReport("HDRclear");
7723 if (r_timereport_active)
7724 R_TimeReport("visibility");
7726 // only do secondary renders with HDR if r_hdr is 2 or higher
7727 r_waterstate.numwaterplanes = 0;
7728 if (r_waterstate.enabled && r_hdr.integer >= 2)
7729 R_RenderWaterPlanes();
7731 r_refdef.view.showdebug = true;
7733 r_waterstate.numwaterplanes = 0;
7735 R_ResetViewRendering2D();
7737 R_Bloom_CopyHDRTexture();
7738 R_Bloom_MakeTexture();
7740 // restore the view settings
7741 r_refdef.view.width = oldwidth;
7742 r_refdef.view.height = oldheight;
7743 r_refdef.view.colorscale = oldcolorscale;
7745 R_ResetViewRendering3D();
7747 R_ClearScreen(r_refdef.fogenabled);
7748 if (r_timereport_active)
7749 R_TimeReport("viewclear");
7752 static void R_BlendView(void)
7754 unsigned int permutation;
7755 float uservecs[4][4];
7757 switch (vid.renderpath)
7759 case RENDERPATH_GL20:
7760 case RENDERPATH_CGGL:
7762 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7763 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7764 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7765 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7766 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7768 if (r_bloomstate.texture_screen)
7770 // make sure the buffer is available
7771 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7773 R_ResetViewRendering2D();
7774 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7775 R_Mesh_ColorPointer(NULL, 0, 0);
7777 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7779 // declare variables
7781 static float avgspeed;
7783 speed = VectorLength(cl.movement_velocity);
7785 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7786 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7788 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7789 speed = bound(0, speed, 1);
7790 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7792 // calculate values into a standard alpha
7793 cl.motionbluralpha = 1 - exp(-
7795 (r_motionblur.value * speed / 80)
7797 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7800 max(0.0001, cl.time - cl.oldtime) // fps independent
7803 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7804 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7806 if (cl.motionbluralpha > 0)
7808 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7809 GL_Color(1, 1, 1, cl.motionbluralpha);
7810 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7811 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7812 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7813 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7817 // copy view into the screen texture
7818 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);
7819 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7821 else if (!r_bloomstate.texture_bloom)
7823 // we may still have to do view tint...
7824 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7826 // apply a color tint to the whole view
7827 R_ResetViewRendering2D();
7828 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7829 R_Mesh_ColorPointer(NULL, 0, 0);
7830 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7831 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7832 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7833 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7835 break; // no screen processing, no bloom, skip it
7838 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7840 // render simple bloom effect
7841 // copy the screen and shrink it and darken it for the bloom process
7842 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7843 // make the bloom texture
7844 R_Bloom_MakeTexture();
7847 #if _MSC_VER >= 1400
7848 #define sscanf sscanf_s
7850 memset(uservecs, 0, sizeof(uservecs));
7851 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7852 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7853 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7854 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7856 R_ResetViewRendering2D();
7857 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7858 R_Mesh_ColorPointer(NULL, 0, 0);
7859 GL_Color(1, 1, 1, 1);
7860 GL_BlendFunc(GL_ONE, GL_ZERO);
7861 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7862 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7864 switch(vid.renderpath)
7866 case RENDERPATH_GL20:
7867 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7868 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7869 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7870 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7871 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]);
7872 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7873 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]);
7874 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]);
7875 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]);
7876 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]);
7877 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7878 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7880 case RENDERPATH_CGGL:
7882 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7883 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7884 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7885 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7886 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
7887 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7888 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
7889 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
7890 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
7891 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
7892 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7893 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7899 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7900 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7902 case RENDERPATH_GL13:
7903 case RENDERPATH_GL11:
7904 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7906 // apply a color tint to the whole view
7907 R_ResetViewRendering2D();
7908 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7909 R_Mesh_ColorPointer(NULL, 0, 0);
7910 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7911 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7912 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7913 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7919 matrix4x4_t r_waterscrollmatrix;
7921 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7923 if (r_refdef.fog_density)
7925 r_refdef.fogcolor[0] = r_refdef.fog_red;
7926 r_refdef.fogcolor[1] = r_refdef.fog_green;
7927 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7929 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7930 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7931 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7932 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7936 VectorCopy(r_refdef.fogcolor, fogvec);
7937 // color.rgb *= ContrastBoost * SceneBrightness;
7938 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7939 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7940 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7941 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7946 void R_UpdateVariables(void)
7950 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7952 r_refdef.farclip = r_farclip_base.value;
7953 if (r_refdef.scene.worldmodel)
7954 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7955 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7957 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7958 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7959 r_refdef.polygonfactor = 0;
7960 r_refdef.polygonoffset = 0;
7961 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7962 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7964 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7965 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7966 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7967 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7968 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7969 if (r_showsurfaces.integer)
7971 r_refdef.scene.rtworld = false;
7972 r_refdef.scene.rtworldshadows = false;
7973 r_refdef.scene.rtdlight = false;
7974 r_refdef.scene.rtdlightshadows = false;
7975 r_refdef.lightmapintensity = 0;
7978 if (gamemode == GAME_NEHAHRA)
7980 if (gl_fogenable.integer)
7982 r_refdef.oldgl_fogenable = true;
7983 r_refdef.fog_density = gl_fogdensity.value;
7984 r_refdef.fog_red = gl_fogred.value;
7985 r_refdef.fog_green = gl_foggreen.value;
7986 r_refdef.fog_blue = gl_fogblue.value;
7987 r_refdef.fog_alpha = 1;
7988 r_refdef.fog_start = 0;
7989 r_refdef.fog_end = gl_skyclip.value;
7990 r_refdef.fog_height = 1<<30;
7991 r_refdef.fog_fadedepth = 128;
7993 else if (r_refdef.oldgl_fogenable)
7995 r_refdef.oldgl_fogenable = false;
7996 r_refdef.fog_density = 0;
7997 r_refdef.fog_red = 0;
7998 r_refdef.fog_green = 0;
7999 r_refdef.fog_blue = 0;
8000 r_refdef.fog_alpha = 0;
8001 r_refdef.fog_start = 0;
8002 r_refdef.fog_end = 0;
8003 r_refdef.fog_height = 1<<30;
8004 r_refdef.fog_fadedepth = 128;
8008 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8009 r_refdef.fog_start = max(0, r_refdef.fog_start);
8010 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8012 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8014 if (r_refdef.fog_density && r_drawfog.integer)
8016 r_refdef.fogenabled = true;
8017 // this is the point where the fog reaches 0.9986 alpha, which we
8018 // consider a good enough cutoff point for the texture
8019 // (0.9986 * 256 == 255.6)
8020 if (r_fog_exp2.integer)
8021 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8023 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8024 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8025 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8026 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8027 // fog color was already set
8028 // update the fog texture
8029 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)
8030 R_BuildFogTexture();
8033 r_refdef.fogenabled = false;
8035 switch(vid.renderpath)
8037 case RENDERPATH_GL20:
8038 case RENDERPATH_CGGL:
8039 if(v_glslgamma.integer && !vid_gammatables_trivial)
8041 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8043 // build GLSL gamma texture
8044 #define RAMPWIDTH 256
8045 unsigned short ramp[RAMPWIDTH * 3];
8046 unsigned char rampbgr[RAMPWIDTH][4];
8049 r_texture_gammaramps_serial = vid_gammatables_serial;
8051 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8052 for(i = 0; i < RAMPWIDTH; ++i)
8054 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8055 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8056 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8059 if (r_texture_gammaramps)
8061 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8065 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);
8071 // remove GLSL gamma texture
8074 case RENDERPATH_GL13:
8075 case RENDERPATH_GL11:
8080 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8081 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8087 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8088 if( scenetype != r_currentscenetype ) {
8089 // store the old scenetype
8090 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8091 r_currentscenetype = scenetype;
8092 // move in the new scene
8093 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8102 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8104 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8105 if( scenetype == r_currentscenetype ) {
8106 return &r_refdef.scene;
8108 return &r_scenes_store[ scenetype ];
8117 void R_RenderView(void)
8119 if (r_timereport_active)
8120 R_TimeReport("start");
8121 r_textureframe++; // used only by R_GetCurrentTexture
8122 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8124 if (!r_drawentities.integer)
8125 r_refdef.scene.numentities = 0;
8127 R_AnimCache_ClearCache();
8128 R_FrameData_NewFrame();
8130 if (r_refdef.view.isoverlay)
8132 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8133 GL_Clear( GL_DEPTH_BUFFER_BIT );
8134 R_TimeReport("depthclear");
8136 r_refdef.view.showdebug = false;
8138 r_waterstate.enabled = false;
8139 r_waterstate.numwaterplanes = 0;
8147 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8148 return; //Host_Error ("R_RenderView: NULL worldmodel");
8150 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8152 // break apart the view matrix into vectors for various purposes
8153 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8154 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8155 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8156 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8157 // make an inverted copy of the view matrix for tracking sprites
8158 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8160 R_Shadow_UpdateWorldLightSelection();
8162 R_Bloom_StartFrame();
8163 R_Water_StartFrame();
8166 if (r_timereport_active)
8167 R_TimeReport("viewsetup");
8169 R_ResetViewRendering3D();
8171 if (r_refdef.view.clear || r_refdef.fogenabled)
8173 R_ClearScreen(r_refdef.fogenabled);
8174 if (r_timereport_active)
8175 R_TimeReport("viewclear");
8177 r_refdef.view.clear = true;
8179 // this produces a bloom texture to be used in R_BlendView() later
8180 if (r_hdr.integer && r_bloomstate.bloomwidth)
8182 R_HDR_RenderBloomTexture();
8183 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8184 r_textureframe++; // used only by R_GetCurrentTexture
8187 r_refdef.view.showdebug = true;
8190 if (r_timereport_active)
8191 R_TimeReport("visibility");
8193 r_waterstate.numwaterplanes = 0;
8194 if (r_waterstate.enabled)
8195 R_RenderWaterPlanes();
8198 r_waterstate.numwaterplanes = 0;
8201 if (r_timereport_active)
8202 R_TimeReport("blendview");
8204 GL_Scissor(0, 0, vid.width, vid.height);
8205 GL_ScissorTest(false);
8209 void R_RenderWaterPlanes(void)
8211 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8213 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8214 if (r_timereport_active)
8215 R_TimeReport("waterworld");
8218 // don't let sound skip if going slow
8219 if (r_refdef.scene.extraupdate)
8222 R_DrawModelsAddWaterPlanes();
8223 if (r_timereport_active)
8224 R_TimeReport("watermodels");
8226 if (r_waterstate.numwaterplanes)
8228 R_Water_ProcessPlanes();
8229 if (r_timereport_active)
8230 R_TimeReport("waterscenes");
8234 extern void R_DrawLightningBeams (void);
8235 extern void VM_CL_AddPolygonsToMeshQueue (void);
8236 extern void R_DrawPortals (void);
8237 extern cvar_t cl_locs_show;
8238 static void R_DrawLocs(void);
8239 static void R_DrawEntityBBoxes(void);
8240 static void R_DrawModelDecals(void);
8241 extern void R_DrawModelShadows(void);
8242 extern void R_DrawModelShadowMaps(void);
8243 extern cvar_t cl_decals_newsystem;
8244 extern qboolean r_shadow_usingdeferredprepass;
8245 void R_RenderScene(void)
8247 qboolean shadowmapping = false;
8249 r_refdef.stats.renders++;
8253 // don't let sound skip if going slow
8254 if (r_refdef.scene.extraupdate)
8257 R_MeshQueue_BeginScene();
8261 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);
8263 if (cl.csqc_vidvars.drawworld)
8265 // don't let sound skip if going slow
8266 if (r_refdef.scene.extraupdate)
8269 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8271 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8272 if (r_timereport_active)
8273 R_TimeReport("worldsky");
8276 if (R_DrawBrushModelsSky() && r_timereport_active)
8277 R_TimeReport("bmodelsky");
8279 if (skyrendermasked && skyrenderlater)
8281 // we have to force off the water clipping plane while rendering sky
8285 if (r_timereport_active)
8286 R_TimeReport("sky");
8290 R_AnimCache_CacheVisibleEntities();
8291 if (r_timereport_active)
8292 R_TimeReport("animation");
8294 R_Shadow_PrepareLights();
8295 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8296 R_Shadow_PrepareModelShadows();
8297 if (r_timereport_active)
8298 R_TimeReport("preparelights");
8300 if (R_Shadow_ShadowMappingEnabled())
8301 shadowmapping = true;
8303 if (r_shadow_usingdeferredprepass)
8304 R_Shadow_DrawPrepass();
8306 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8308 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8309 if (r_timereport_active)
8310 R_TimeReport("worlddepth");
8312 if (r_depthfirst.integer >= 2)
8314 R_DrawModelsDepth();
8315 if (r_timereport_active)
8316 R_TimeReport("modeldepth");
8319 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8321 R_DrawModelShadowMaps();
8322 R_ResetViewRendering3D();
8323 // don't let sound skip if going slow
8324 if (r_refdef.scene.extraupdate)
8328 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8330 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8331 if (r_timereport_active)
8332 R_TimeReport("world");
8335 // don't let sound skip if going slow
8336 if (r_refdef.scene.extraupdate)
8340 if (r_timereport_active)
8341 R_TimeReport("models");
8343 // don't let sound skip if going slow
8344 if (r_refdef.scene.extraupdate)
8347 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8349 R_DrawModelShadows();
8350 R_ResetViewRendering3D();
8351 // don't let sound skip if going slow
8352 if (r_refdef.scene.extraupdate)
8356 if (!r_shadow_usingdeferredprepass)
8358 R_Shadow_DrawLights();
8359 if (r_timereport_active)
8360 R_TimeReport("rtlights");
8363 // don't let sound skip if going slow
8364 if (r_refdef.scene.extraupdate)
8367 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8369 R_DrawModelShadows();
8370 R_ResetViewRendering3D();
8371 // don't let sound skip if going slow
8372 if (r_refdef.scene.extraupdate)
8376 if (cl.csqc_vidvars.drawworld)
8378 if (cl_decals_newsystem.integer)
8380 R_DrawModelDecals();
8381 if (r_timereport_active)
8382 R_TimeReport("modeldecals");
8387 if (r_timereport_active)
8388 R_TimeReport("decals");
8392 if (r_timereport_active)
8393 R_TimeReport("particles");
8396 if (r_timereport_active)
8397 R_TimeReport("explosions");
8399 R_DrawLightningBeams();
8400 if (r_timereport_active)
8401 R_TimeReport("lightning");
8404 VM_CL_AddPolygonsToMeshQueue();
8406 if (r_refdef.view.showdebug)
8408 if (cl_locs_show.integer)
8411 if (r_timereport_active)
8412 R_TimeReport("showlocs");
8415 if (r_drawportals.integer)
8418 if (r_timereport_active)
8419 R_TimeReport("portals");
8422 if (r_showbboxes.value > 0)
8424 R_DrawEntityBBoxes();
8425 if (r_timereport_active)
8426 R_TimeReport("bboxes");
8430 R_MeshQueue_RenderTransparent();
8431 if (r_timereport_active)
8432 R_TimeReport("drawtrans");
8434 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))
8436 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8437 if (r_timereport_active)
8438 R_TimeReport("worlddebug");
8439 R_DrawModelsDebug();
8440 if (r_timereport_active)
8441 R_TimeReport("modeldebug");
8444 if (cl.csqc_vidvars.drawworld)
8446 R_Shadow_DrawCoronas();
8447 if (r_timereport_active)
8448 R_TimeReport("coronas");
8451 // don't let sound skip if going slow
8452 if (r_refdef.scene.extraupdate)
8455 R_ResetViewRendering2D();
8458 static const unsigned short bboxelements[36] =
8468 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8471 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8473 RSurf_ActiveWorldEntity();
8475 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8476 GL_DepthMask(false);
8477 GL_DepthRange(0, 1);
8478 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8479 R_Mesh_ResetTextureState();
8481 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8482 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8483 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8484 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8485 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8486 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8487 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8488 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8489 R_FillColors(color4f, 8, cr, cg, cb, ca);
8490 if (r_refdef.fogenabled)
8492 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8494 f1 = RSurf_FogVertex(v);
8496 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8497 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8498 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8501 R_Mesh_VertexPointer(vertex3f, 0, 0);
8502 R_Mesh_ColorPointer(color4f, 0, 0);
8503 R_Mesh_ResetTextureState();
8504 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8505 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8508 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8512 prvm_edict_t *edict;
8513 prvm_prog_t *prog_save = prog;
8515 // this function draws bounding boxes of server entities
8519 GL_CullFace(GL_NONE);
8520 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8524 for (i = 0;i < numsurfaces;i++)
8526 edict = PRVM_EDICT_NUM(surfacelist[i]);
8527 switch ((int)edict->fields.server->solid)
8529 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8530 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8531 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8532 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8533 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8534 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8536 color[3] *= r_showbboxes.value;
8537 color[3] = bound(0, color[3], 1);
8538 GL_DepthTest(!r_showdisabledepthtest.integer);
8539 GL_CullFace(r_refdef.view.cullface_front);
8540 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8546 static void R_DrawEntityBBoxes(void)
8549 prvm_edict_t *edict;
8551 prvm_prog_t *prog_save = prog;
8553 // this function draws bounding boxes of server entities
8559 for (i = 0;i < prog->num_edicts;i++)
8561 edict = PRVM_EDICT_NUM(i);
8562 if (edict->priv.server->free)
8564 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8565 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8567 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8569 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8570 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8576 static const int nomodelelement3i[24] =
8588 static const unsigned short nomodelelement3s[24] =
8600 static const float nomodelvertex3f[6*3] =
8610 static const float nomodelcolor4f[6*4] =
8612 0.0f, 0.0f, 0.5f, 1.0f,
8613 0.0f, 0.0f, 0.5f, 1.0f,
8614 0.0f, 0.5f, 0.0f, 1.0f,
8615 0.0f, 0.5f, 0.0f, 1.0f,
8616 0.5f, 0.0f, 0.0f, 1.0f,
8617 0.5f, 0.0f, 0.0f, 1.0f
8620 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8626 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);
8628 // this is only called once per entity so numsurfaces is always 1, and
8629 // surfacelist is always {0}, so this code does not handle batches
8631 if (rsurface.ent_flags & RENDER_ADDITIVE)
8633 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8634 GL_DepthMask(false);
8636 else if (rsurface.colormod[3] < 1)
8638 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8639 GL_DepthMask(false);
8643 GL_BlendFunc(GL_ONE, GL_ZERO);
8646 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8647 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8648 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8649 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8650 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8651 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8652 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8653 R_Mesh_ColorPointer(color4f, 0, 0);
8654 for (i = 0, c = color4f;i < 6;i++, c += 4)
8656 c[0] *= rsurface.colormod[0];
8657 c[1] *= rsurface.colormod[1];
8658 c[2] *= rsurface.colormod[2];
8659 c[3] *= rsurface.colormod[3];
8661 if (r_refdef.fogenabled)
8663 for (i = 0, c = color4f;i < 6;i++, c += 4)
8665 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8667 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8668 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8669 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8672 R_Mesh_ResetTextureState();
8673 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8676 void R_DrawNoModel(entity_render_t *ent)
8679 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8680 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8681 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8683 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8686 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8688 vec3_t right1, right2, diff, normal;
8690 VectorSubtract (org2, org1, normal);
8692 // calculate 'right' vector for start
8693 VectorSubtract (r_refdef.view.origin, org1, diff);
8694 CrossProduct (normal, diff, right1);
8695 VectorNormalize (right1);
8697 // calculate 'right' vector for end
8698 VectorSubtract (r_refdef.view.origin, org2, diff);
8699 CrossProduct (normal, diff, right2);
8700 VectorNormalize (right2);
8702 vert[ 0] = org1[0] + width * right1[0];
8703 vert[ 1] = org1[1] + width * right1[1];
8704 vert[ 2] = org1[2] + width * right1[2];
8705 vert[ 3] = org1[0] - width * right1[0];
8706 vert[ 4] = org1[1] - width * right1[1];
8707 vert[ 5] = org1[2] - width * right1[2];
8708 vert[ 6] = org2[0] - width * right2[0];
8709 vert[ 7] = org2[1] - width * right2[1];
8710 vert[ 8] = org2[2] - width * right2[2];
8711 vert[ 9] = org2[0] + width * right2[0];
8712 vert[10] = org2[1] + width * right2[1];
8713 vert[11] = org2[2] + width * right2[2];
8716 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)
8718 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8719 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8720 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8721 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8722 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8723 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8724 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8725 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8726 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8727 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8728 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8729 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8732 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8737 VectorSet(v, x, y, z);
8738 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8739 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8741 if (i == mesh->numvertices)
8743 if (mesh->numvertices < mesh->maxvertices)
8745 VectorCopy(v, vertex3f);
8746 mesh->numvertices++;
8748 return mesh->numvertices;
8754 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8758 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8759 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8760 e = mesh->element3i + mesh->numtriangles * 3;
8761 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8763 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8764 if (mesh->numtriangles < mesh->maxtriangles)
8769 mesh->numtriangles++;
8771 element[1] = element[2];
8775 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8779 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8780 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8781 e = mesh->element3i + mesh->numtriangles * 3;
8782 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8784 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8785 if (mesh->numtriangles < mesh->maxtriangles)
8790 mesh->numtriangles++;
8792 element[1] = element[2];
8796 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8797 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8799 int planenum, planenum2;
8802 mplane_t *plane, *plane2;
8804 double temppoints[2][256*3];
8805 // figure out how large a bounding box we need to properly compute this brush
8807 for (w = 0;w < numplanes;w++)
8808 maxdist = max(maxdist, fabs(planes[w].dist));
8809 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8810 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8811 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8815 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8816 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8818 if (planenum2 == planenum)
8820 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);
8823 if (tempnumpoints < 3)
8825 // generate elements forming a triangle fan for this polygon
8826 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8830 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)
8832 texturelayer_t *layer;
8833 layer = t->currentlayers + t->currentnumlayers++;
8835 layer->depthmask = depthmask;
8836 layer->blendfunc1 = blendfunc1;
8837 layer->blendfunc2 = blendfunc2;
8838 layer->texture = texture;
8839 layer->texmatrix = *matrix;
8840 layer->color[0] = r;
8841 layer->color[1] = g;
8842 layer->color[2] = b;
8843 layer->color[3] = a;
8846 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8849 index = parms[2] + r_refdef.scene.time * parms[3];
8850 index -= floor(index);
8854 case Q3WAVEFUNC_NONE:
8855 case Q3WAVEFUNC_NOISE:
8856 case Q3WAVEFUNC_COUNT:
8859 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8860 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8861 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8862 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8863 case Q3WAVEFUNC_TRIANGLE:
8865 f = index - floor(index);
8876 return (float)(parms[0] + parms[1] * f);
8879 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8884 matrix4x4_t matrix, temp;
8885 switch(tcmod->tcmod)
8889 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8890 matrix = r_waterscrollmatrix;
8892 matrix = identitymatrix;
8894 case Q3TCMOD_ENTITYTRANSLATE:
8895 // this is used in Q3 to allow the gamecode to control texcoord
8896 // scrolling on the entity, which is not supported in darkplaces yet.
8897 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8899 case Q3TCMOD_ROTATE:
8900 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8901 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8902 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8905 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8907 case Q3TCMOD_SCROLL:
8908 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8910 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8911 w = (int) tcmod->parms[0];
8912 h = (int) tcmod->parms[1];
8913 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8915 idx = (int) floor(f * w * h);
8916 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8918 case Q3TCMOD_STRETCH:
8919 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8920 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8922 case Q3TCMOD_TRANSFORM:
8923 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8924 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8925 VectorSet(tcmat + 6, 0 , 0 , 1);
8926 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8927 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8929 case Q3TCMOD_TURBULENT:
8930 // this is handled in the RSurf_PrepareVertices function
8931 matrix = identitymatrix;
8935 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8938 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8940 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8941 char name[MAX_QPATH];
8942 skinframe_t *skinframe;
8943 unsigned char pixels[296*194];
8944 strlcpy(cache->name, skinname, sizeof(cache->name));
8945 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8946 if (developer_loading.integer)
8947 Con_Printf("loading %s\n", name);
8948 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8949 if (!skinframe || !skinframe->base)
8952 fs_offset_t filesize;
8954 f = FS_LoadFile(name, tempmempool, true, &filesize);
8957 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8958 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8962 cache->skinframe = skinframe;
8965 texture_t *R_GetCurrentTexture(texture_t *t)
8968 const entity_render_t *ent = rsurface.entity;
8969 dp_model_t *model = ent->model;
8970 q3shaderinfo_layer_tcmod_t *tcmod;
8972 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8973 return t->currentframe;
8974 t->update_lastrenderframe = r_textureframe;
8975 t->update_lastrenderentity = (void *)ent;
8977 // switch to an alternate material if this is a q1bsp animated material
8979 texture_t *texture = t;
8980 int s = rsurface.ent_skinnum;
8981 if ((unsigned int)s >= (unsigned int)model->numskins)
8983 if (model->skinscenes)
8985 if (model->skinscenes[s].framecount > 1)
8986 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8988 s = model->skinscenes[s].firstframe;
8991 t = t + s * model->num_surfaces;
8994 // use an alternate animation if the entity's frame is not 0,
8995 // and only if the texture has an alternate animation
8996 if (rsurface.ent_alttextures && t->anim_total[1])
8997 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8999 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9001 texture->currentframe = t;
9004 // update currentskinframe to be a qw skin or animation frame
9005 if (rsurface.ent_qwskin >= 0)
9007 i = rsurface.ent_qwskin;
9008 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9010 r_qwskincache_size = cl.maxclients;
9012 Mem_Free(r_qwskincache);
9013 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9015 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9016 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9017 t->currentskinframe = r_qwskincache[i].skinframe;
9018 if (t->currentskinframe == NULL)
9019 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9021 else if (t->numskinframes >= 2)
9022 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9023 if (t->backgroundnumskinframes >= 2)
9024 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9026 t->currentmaterialflags = t->basematerialflags;
9027 t->currentalpha = rsurface.colormod[3];
9028 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9029 t->currentalpha *= r_wateralpha.value;
9030 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9031 t->currentalpha *= t->r_water_wateralpha;
9032 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9033 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9034 if (!(rsurface.ent_flags & RENDER_LIGHT))
9035 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9036 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9038 // pick a model lighting mode
9039 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9040 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9042 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9044 if (rsurface.ent_flags & RENDER_ADDITIVE)
9045 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9046 else if (t->currentalpha < 1)
9047 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9048 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9049 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9050 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9051 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9052 if (t->backgroundnumskinframes)
9053 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9054 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9056 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9057 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9060 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9061 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9062 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9064 // there is no tcmod
9065 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9067 t->currenttexmatrix = r_waterscrollmatrix;
9068 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9070 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9072 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9073 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9076 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9077 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9078 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9079 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9081 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9082 if (t->currentskinframe->qpixels)
9083 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9084 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9085 if (!t->basetexture)
9086 t->basetexture = r_texture_notexture;
9087 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9088 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9089 t->nmaptexture = t->currentskinframe->nmap;
9090 if (!t->nmaptexture)
9091 t->nmaptexture = r_texture_blanknormalmap;
9092 t->glosstexture = r_texture_black;
9093 t->glowtexture = t->currentskinframe->glow;
9094 t->fogtexture = t->currentskinframe->fog;
9095 t->reflectmasktexture = t->currentskinframe->reflect;
9096 if (t->backgroundnumskinframes)
9098 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9099 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9100 t->backgroundglosstexture = r_texture_black;
9101 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9102 if (!t->backgroundnmaptexture)
9103 t->backgroundnmaptexture = r_texture_blanknormalmap;
9107 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9108 t->backgroundnmaptexture = r_texture_blanknormalmap;
9109 t->backgroundglosstexture = r_texture_black;
9110 t->backgroundglowtexture = NULL;
9112 t->specularpower = r_shadow_glossexponent.value;
9113 // TODO: store reference values for these in the texture?
9114 t->specularscale = 0;
9115 if (r_shadow_gloss.integer > 0)
9117 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9119 if (r_shadow_glossintensity.value > 0)
9121 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9122 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9123 t->specularscale = r_shadow_glossintensity.value;
9126 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9128 t->glosstexture = r_texture_white;
9129 t->backgroundglosstexture = r_texture_white;
9130 t->specularscale = r_shadow_gloss2intensity.value;
9131 t->specularpower = r_shadow_gloss2exponent.value;
9134 t->specularscale *= t->specularscalemod;
9135 t->specularpower *= t->specularpowermod;
9137 // lightmaps mode looks bad with dlights using actual texturing, so turn
9138 // off the colormap and glossmap, but leave the normalmap on as it still
9139 // accurately represents the shading involved
9140 if (gl_lightmaps.integer)
9142 t->basetexture = r_texture_grey128;
9143 t->pantstexture = r_texture_black;
9144 t->shirttexture = r_texture_black;
9145 t->nmaptexture = r_texture_blanknormalmap;
9146 t->glosstexture = r_texture_black;
9147 t->glowtexture = NULL;
9148 t->fogtexture = NULL;
9149 t->reflectmasktexture = NULL;
9150 t->backgroundbasetexture = NULL;
9151 t->backgroundnmaptexture = r_texture_blanknormalmap;
9152 t->backgroundglosstexture = r_texture_black;
9153 t->backgroundglowtexture = NULL;
9154 t->specularscale = 0;
9155 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9158 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9159 VectorClear(t->dlightcolor);
9160 t->currentnumlayers = 0;
9161 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9163 int blendfunc1, blendfunc2;
9165 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9167 blendfunc1 = GL_SRC_ALPHA;
9168 blendfunc2 = GL_ONE;
9170 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9172 blendfunc1 = GL_SRC_ALPHA;
9173 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9175 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9177 blendfunc1 = t->customblendfunc[0];
9178 blendfunc2 = t->customblendfunc[1];
9182 blendfunc1 = GL_ONE;
9183 blendfunc2 = GL_ZERO;
9185 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9186 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9188 // fullbright is not affected by r_refdef.lightmapintensity
9189 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]);
9190 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9191 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]);
9192 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9193 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]);
9197 vec3_t ambientcolor;
9199 // set the color tint used for lights affecting this surface
9200 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9202 // q3bsp has no lightmap updates, so the lightstylevalue that
9203 // would normally be baked into the lightmap must be
9204 // applied to the color
9205 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9206 if (model->type == mod_brushq3)
9207 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9208 colorscale *= r_refdef.lightmapintensity;
9209 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9210 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9211 // basic lit geometry
9212 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]);
9213 // add pants/shirt if needed
9214 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9215 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]);
9216 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9217 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]);
9218 // now add ambient passes if needed
9219 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9221 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]);
9222 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9223 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]);
9224 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9225 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]);
9228 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9229 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]);
9230 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9232 // if this is opaque use alpha blend which will darken the earlier
9235 // if this is an alpha blended material, all the earlier passes
9236 // were darkened by fog already, so we only need to add the fog
9237 // color ontop through the fog mask texture
9239 // if this is an additive blended material, all the earlier passes
9240 // were darkened by fog already, and we should not add fog color
9241 // (because the background was not darkened, there is no fog color
9242 // that was lost behind it).
9243 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]);
9247 return t->currentframe;
9250 rsurfacestate_t rsurface;
9252 void R_Mesh_ResizeArrays(int newvertices)
9255 if (rsurface.array_size >= newvertices)
9257 if (rsurface.array_modelvertex3f)
9258 Mem_Free(rsurface.array_modelvertex3f);
9259 rsurface.array_size = (newvertices + 1023) & ~1023;
9260 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9261 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9262 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9263 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9264 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9265 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9266 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9267 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9268 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9269 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9270 rsurface.array_color4f = base + rsurface.array_size * 27;
9271 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9274 void RSurf_ActiveWorldEntity(void)
9276 dp_model_t *model = r_refdef.scene.worldmodel;
9277 //if (rsurface.entity == r_refdef.scene.worldentity)
9279 rsurface.entity = r_refdef.scene.worldentity;
9280 rsurface.skeleton = NULL;
9281 rsurface.ent_skinnum = 0;
9282 rsurface.ent_qwskin = -1;
9283 rsurface.ent_shadertime = 0;
9284 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9285 if (rsurface.array_size < model->surfmesh.num_vertices)
9286 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9287 rsurface.matrix = identitymatrix;
9288 rsurface.inversematrix = identitymatrix;
9289 rsurface.matrixscale = 1;
9290 rsurface.inversematrixscale = 1;
9291 R_EntityMatrix(&identitymatrix);
9292 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9293 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9294 rsurface.fograngerecip = r_refdef.fograngerecip;
9295 rsurface.fogheightfade = r_refdef.fogheightfade;
9296 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9297 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9298 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9299 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9300 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9301 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9302 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9303 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9304 rsurface.colormod[3] = 1;
9305 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);
9306 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9307 rsurface.frameblend[0].lerp = 1;
9308 rsurface.ent_alttextures = false;
9309 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9310 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9311 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9312 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9313 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9314 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9315 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9316 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9317 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9318 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9319 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9320 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9321 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9322 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9323 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9324 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9325 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9326 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9327 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9328 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9329 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9330 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9331 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9332 rsurface.modelelement3i = model->surfmesh.data_element3i;
9333 rsurface.modelelement3s = model->surfmesh.data_element3s;
9334 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9335 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9336 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9337 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9338 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9339 rsurface.modelsurfaces = model->data_surfaces;
9340 rsurface.generatedvertex = false;
9341 rsurface.vertex3f = rsurface.modelvertex3f;
9342 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9343 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9344 rsurface.svector3f = rsurface.modelsvector3f;
9345 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9346 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9347 rsurface.tvector3f = rsurface.modeltvector3f;
9348 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9349 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9350 rsurface.normal3f = rsurface.modelnormal3f;
9351 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9352 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9353 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9356 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9358 dp_model_t *model = ent->model;
9359 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9361 rsurface.entity = (entity_render_t *)ent;
9362 rsurface.skeleton = ent->skeleton;
9363 rsurface.ent_skinnum = ent->skinnum;
9364 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;
9365 rsurface.ent_shadertime = ent->shadertime;
9366 rsurface.ent_flags = ent->flags;
9367 if (rsurface.array_size < model->surfmesh.num_vertices)
9368 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9369 rsurface.matrix = ent->matrix;
9370 rsurface.inversematrix = ent->inversematrix;
9371 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9372 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9373 R_EntityMatrix(&rsurface.matrix);
9374 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9375 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9376 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9377 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9378 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9379 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9380 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9381 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9382 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9383 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9384 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9385 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9386 rsurface.colormod[3] = ent->alpha;
9387 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9388 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9389 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9390 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9391 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9392 if (ent->model->brush.submodel && !prepass)
9394 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9395 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9397 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9399 if (ent->animcache_vertex3f && !r_framedata_failed)
9401 rsurface.modelvertex3f = ent->animcache_vertex3f;
9402 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9403 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9404 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9406 else if (wanttangents)
9408 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9409 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9410 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9411 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9412 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9414 else if (wantnormals)
9416 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9417 rsurface.modelsvector3f = NULL;
9418 rsurface.modeltvector3f = NULL;
9419 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9420 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9424 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9425 rsurface.modelsvector3f = NULL;
9426 rsurface.modeltvector3f = NULL;
9427 rsurface.modelnormal3f = NULL;
9428 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9430 rsurface.modelvertex3f_bufferobject = 0;
9431 rsurface.modelvertex3f_bufferoffset = 0;
9432 rsurface.modelsvector3f_bufferobject = 0;
9433 rsurface.modelsvector3f_bufferoffset = 0;
9434 rsurface.modeltvector3f_bufferobject = 0;
9435 rsurface.modeltvector3f_bufferoffset = 0;
9436 rsurface.modelnormal3f_bufferobject = 0;
9437 rsurface.modelnormal3f_bufferoffset = 0;
9438 rsurface.generatedvertex = true;
9442 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9443 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9444 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9445 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9446 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9447 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9448 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9449 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9450 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9451 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9452 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9453 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9454 rsurface.generatedvertex = false;
9456 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9457 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9458 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9459 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9460 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9461 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9462 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9463 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9464 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9465 rsurface.modelelement3i = model->surfmesh.data_element3i;
9466 rsurface.modelelement3s = model->surfmesh.data_element3s;
9467 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9468 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9469 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9470 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9471 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9472 rsurface.modelsurfaces = model->data_surfaces;
9473 rsurface.vertex3f = rsurface.modelvertex3f;
9474 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9475 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9476 rsurface.svector3f = rsurface.modelsvector3f;
9477 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9478 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9479 rsurface.tvector3f = rsurface.modeltvector3f;
9480 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9481 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9482 rsurface.normal3f = rsurface.modelnormal3f;
9483 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9484 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9485 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9488 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)
9490 rsurface.entity = r_refdef.scene.worldentity;
9491 rsurface.skeleton = NULL;
9492 rsurface.ent_skinnum = 0;
9493 rsurface.ent_qwskin = -1;
9494 rsurface.ent_shadertime = shadertime;
9495 rsurface.ent_flags = entflags;
9496 rsurface.modelnum_vertices = numvertices;
9497 rsurface.modelnum_triangles = numtriangles;
9498 if (rsurface.array_size < rsurface.modelnum_vertices)
9499 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9500 rsurface.matrix = *matrix;
9501 rsurface.inversematrix = *inversematrix;
9502 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9503 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9504 R_EntityMatrix(&rsurface.matrix);
9505 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9506 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9507 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9508 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9509 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9510 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9511 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9512 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9513 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9514 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9515 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9516 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9517 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);
9518 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9519 rsurface.frameblend[0].lerp = 1;
9520 rsurface.ent_alttextures = false;
9521 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9522 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9525 rsurface.modelvertex3f = vertex3f;
9526 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9527 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9528 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9530 else if (wantnormals)
9532 rsurface.modelvertex3f = vertex3f;
9533 rsurface.modelsvector3f = NULL;
9534 rsurface.modeltvector3f = NULL;
9535 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9539 rsurface.modelvertex3f = vertex3f;
9540 rsurface.modelsvector3f = NULL;
9541 rsurface.modeltvector3f = NULL;
9542 rsurface.modelnormal3f = NULL;
9544 rsurface.modelvertex3f_bufferobject = 0;
9545 rsurface.modelvertex3f_bufferoffset = 0;
9546 rsurface.modelsvector3f_bufferobject = 0;
9547 rsurface.modelsvector3f_bufferoffset = 0;
9548 rsurface.modeltvector3f_bufferobject = 0;
9549 rsurface.modeltvector3f_bufferoffset = 0;
9550 rsurface.modelnormal3f_bufferobject = 0;
9551 rsurface.modelnormal3f_bufferoffset = 0;
9552 rsurface.generatedvertex = true;
9553 rsurface.modellightmapcolor4f = color4f;
9554 rsurface.modellightmapcolor4f_bufferobject = 0;
9555 rsurface.modellightmapcolor4f_bufferoffset = 0;
9556 rsurface.modeltexcoordtexture2f = texcoord2f;
9557 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9558 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9559 rsurface.modeltexcoordlightmap2f = NULL;
9560 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9561 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9562 rsurface.modelelement3i = element3i;
9563 rsurface.modelelement3s = element3s;
9564 rsurface.modelelement3i_bufferobject = 0;
9565 rsurface.modelelement3s_bufferobject = 0;
9566 rsurface.modellightmapoffsets = NULL;
9567 rsurface.modelsurfaces = NULL;
9568 rsurface.vertex3f = rsurface.modelvertex3f;
9569 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9570 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9571 rsurface.svector3f = rsurface.modelsvector3f;
9572 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9573 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9574 rsurface.tvector3f = rsurface.modeltvector3f;
9575 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9576 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9577 rsurface.normal3f = rsurface.modelnormal3f;
9578 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9579 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9580 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9582 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9584 if ((wantnormals || wanttangents) && !normal3f)
9585 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9586 if (wanttangents && !svector3f)
9587 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);
9591 float RSurf_FogPoint(const float *v)
9593 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9594 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9595 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9596 float FogHeightFade = r_refdef.fogheightfade;
9598 unsigned int fogmasktableindex;
9599 if (r_refdef.fogplaneviewabove)
9600 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9602 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9603 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9604 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9607 float RSurf_FogVertex(const float *v)
9609 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9610 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9611 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9612 float FogHeightFade = rsurface.fogheightfade;
9614 unsigned int fogmasktableindex;
9615 if (r_refdef.fogplaneviewabove)
9616 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9618 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9619 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9620 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9623 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9624 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9627 int texturesurfaceindex;
9632 const float *v1, *in_tc;
9634 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9636 q3shaderinfo_deform_t *deform;
9637 // 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
9638 if (rsurface.generatedvertex)
9640 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9641 generatenormals = true;
9642 for (i = 0;i < Q3MAXDEFORMS;i++)
9644 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9646 generatetangents = true;
9647 generatenormals = true;
9649 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9650 generatenormals = true;
9652 if (generatenormals && !rsurface.modelnormal3f)
9654 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9655 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9656 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9657 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9659 if (generatetangents && !rsurface.modelsvector3f)
9661 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9662 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9663 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9664 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9665 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9666 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9667 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);
9670 rsurface.vertex3f = rsurface.modelvertex3f;
9671 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9672 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9673 rsurface.svector3f = rsurface.modelsvector3f;
9674 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9675 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9676 rsurface.tvector3f = rsurface.modeltvector3f;
9677 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9678 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9679 rsurface.normal3f = rsurface.modelnormal3f;
9680 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9681 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9682 // if vertices are deformed (sprite flares and things in maps, possibly
9683 // water waves, bulges and other deformations), generate them into
9684 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9685 // (may be static model data or generated data for an animated model, or
9686 // the previous deform pass)
9687 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9689 switch (deform->deform)
9692 case Q3DEFORM_PROJECTIONSHADOW:
9693 case Q3DEFORM_TEXT0:
9694 case Q3DEFORM_TEXT1:
9695 case Q3DEFORM_TEXT2:
9696 case Q3DEFORM_TEXT3:
9697 case Q3DEFORM_TEXT4:
9698 case Q3DEFORM_TEXT5:
9699 case Q3DEFORM_TEXT6:
9700 case Q3DEFORM_TEXT7:
9703 case Q3DEFORM_AUTOSPRITE:
9704 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9705 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9706 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9707 VectorNormalize(newforward);
9708 VectorNormalize(newright);
9709 VectorNormalize(newup);
9710 // make deformed versions of only the model vertices used by the specified surfaces
9711 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9713 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9714 // a single autosprite surface can contain multiple sprites...
9715 for (j = 0;j < surface->num_vertices - 3;j += 4)
9717 VectorClear(center);
9718 for (i = 0;i < 4;i++)
9719 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9720 VectorScale(center, 0.25f, center);
9721 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9722 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9723 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9724 for (i = 0;i < 4;i++)
9726 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9727 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9730 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);
9731 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);
9733 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9734 rsurface.vertex3f_bufferobject = 0;
9735 rsurface.vertex3f_bufferoffset = 0;
9736 rsurface.svector3f = rsurface.array_deformedsvector3f;
9737 rsurface.svector3f_bufferobject = 0;
9738 rsurface.svector3f_bufferoffset = 0;
9739 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9740 rsurface.tvector3f_bufferobject = 0;
9741 rsurface.tvector3f_bufferoffset = 0;
9742 rsurface.normal3f = rsurface.array_deformednormal3f;
9743 rsurface.normal3f_bufferobject = 0;
9744 rsurface.normal3f_bufferoffset = 0;
9746 case Q3DEFORM_AUTOSPRITE2:
9747 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9748 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9749 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9750 VectorNormalize(newforward);
9751 VectorNormalize(newright);
9752 VectorNormalize(newup);
9753 // make deformed versions of only the model vertices used by the specified surfaces
9754 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9756 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9757 const float *v1, *v2;
9767 memset(shortest, 0, sizeof(shortest));
9768 // a single autosprite surface can contain multiple sprites...
9769 for (j = 0;j < surface->num_vertices - 3;j += 4)
9771 VectorClear(center);
9772 for (i = 0;i < 4;i++)
9773 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9774 VectorScale(center, 0.25f, center);
9775 // find the two shortest edges, then use them to define the
9776 // axis vectors for rotating around the central axis
9777 for (i = 0;i < 6;i++)
9779 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9780 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9782 Debug_PolygonBegin(NULL, 0);
9783 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9784 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);
9785 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9788 l = VectorDistance2(v1, v2);
9789 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9791 l += (1.0f / 1024.0f);
9792 if (shortest[0].length2 > l || i == 0)
9794 shortest[1] = shortest[0];
9795 shortest[0].length2 = l;
9796 shortest[0].v1 = v1;
9797 shortest[0].v2 = v2;
9799 else if (shortest[1].length2 > l || i == 1)
9801 shortest[1].length2 = l;
9802 shortest[1].v1 = v1;
9803 shortest[1].v2 = v2;
9806 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9807 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9809 Debug_PolygonBegin(NULL, 0);
9810 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9811 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);
9812 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9815 // this calculates the right vector from the shortest edge
9816 // and the up vector from the edge midpoints
9817 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9818 VectorNormalize(right);
9819 VectorSubtract(end, start, up);
9820 VectorNormalize(up);
9821 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9822 VectorSubtract(rsurface.localvieworigin, center, forward);
9823 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9824 VectorNegate(forward, forward);
9825 VectorReflect(forward, 0, up, forward);
9826 VectorNormalize(forward);
9827 CrossProduct(up, forward, newright);
9828 VectorNormalize(newright);
9830 Debug_PolygonBegin(NULL, 0);
9831 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);
9832 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9833 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9837 Debug_PolygonBegin(NULL, 0);
9838 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9839 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9840 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9843 // rotate the quad around the up axis vector, this is made
9844 // especially easy by the fact we know the quad is flat,
9845 // so we only have to subtract the center position and
9846 // measure distance along the right vector, and then
9847 // multiply that by the newright vector and add back the
9849 // we also need to subtract the old position to undo the
9850 // displacement from the center, which we do with a
9851 // DotProduct, the subtraction/addition of center is also
9852 // optimized into DotProducts here
9853 l = DotProduct(right, center);
9854 for (i = 0;i < 4;i++)
9856 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9857 f = DotProduct(right, v1) - l;
9858 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9861 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);
9862 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);
9864 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9865 rsurface.vertex3f_bufferobject = 0;
9866 rsurface.vertex3f_bufferoffset = 0;
9867 rsurface.svector3f = rsurface.array_deformedsvector3f;
9868 rsurface.svector3f_bufferobject = 0;
9869 rsurface.svector3f_bufferoffset = 0;
9870 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9871 rsurface.tvector3f_bufferobject = 0;
9872 rsurface.tvector3f_bufferoffset = 0;
9873 rsurface.normal3f = rsurface.array_deformednormal3f;
9874 rsurface.normal3f_bufferobject = 0;
9875 rsurface.normal3f_bufferoffset = 0;
9877 case Q3DEFORM_NORMAL:
9878 // deform the normals to make reflections wavey
9879 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9881 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9882 for (j = 0;j < surface->num_vertices;j++)
9885 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9886 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9887 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9888 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9889 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9890 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9891 VectorNormalize(normal);
9893 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);
9895 rsurface.svector3f = rsurface.array_deformedsvector3f;
9896 rsurface.svector3f_bufferobject = 0;
9897 rsurface.svector3f_bufferoffset = 0;
9898 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9899 rsurface.tvector3f_bufferobject = 0;
9900 rsurface.tvector3f_bufferoffset = 0;
9901 rsurface.normal3f = rsurface.array_deformednormal3f;
9902 rsurface.normal3f_bufferobject = 0;
9903 rsurface.normal3f_bufferoffset = 0;
9906 // deform vertex array to make wavey water and flags and such
9907 waveparms[0] = deform->waveparms[0];
9908 waveparms[1] = deform->waveparms[1];
9909 waveparms[2] = deform->waveparms[2];
9910 waveparms[3] = deform->waveparms[3];
9911 // this is how a divisor of vertex influence on deformation
9912 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9913 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9914 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9916 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9917 for (j = 0;j < surface->num_vertices;j++)
9919 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9920 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9921 // if the wavefunc depends on time, evaluate it per-vertex
9924 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9925 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9927 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9930 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9931 rsurface.vertex3f_bufferobject = 0;
9932 rsurface.vertex3f_bufferoffset = 0;
9934 case Q3DEFORM_BULGE:
9935 // deform vertex array to make the surface have moving bulges
9936 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9938 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9939 for (j = 0;j < surface->num_vertices;j++)
9941 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9942 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9945 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9946 rsurface.vertex3f_bufferobject = 0;
9947 rsurface.vertex3f_bufferoffset = 0;
9950 // deform vertex array
9951 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9952 VectorScale(deform->parms, scale, waveparms);
9953 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9955 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9956 for (j = 0;j < surface->num_vertices;j++)
9957 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9959 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9960 rsurface.vertex3f_bufferobject = 0;
9961 rsurface.vertex3f_bufferoffset = 0;
9965 // generate texcoords based on the chosen texcoord source
9966 switch(rsurface.texture->tcgen.tcgen)
9969 case Q3TCGEN_TEXTURE:
9970 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9971 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9972 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9974 case Q3TCGEN_LIGHTMAP:
9975 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9976 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9977 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9979 case Q3TCGEN_VECTOR:
9980 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9982 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9983 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)
9985 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9986 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9989 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9990 rsurface.texcoordtexture2f_bufferobject = 0;
9991 rsurface.texcoordtexture2f_bufferoffset = 0;
9993 case Q3TCGEN_ENVIRONMENT:
9994 // make environment reflections using a spheremap
9995 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9997 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9998 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9999 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10000 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10001 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10003 // identical to Q3A's method, but executed in worldspace so
10004 // carried models can be shiny too
10006 float viewer[3], d, reflected[3], worldreflected[3];
10008 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10009 // VectorNormalize(viewer);
10011 d = DotProduct(normal, viewer);
10013 reflected[0] = normal[0]*2*d - viewer[0];
10014 reflected[1] = normal[1]*2*d - viewer[1];
10015 reflected[2] = normal[2]*2*d - viewer[2];
10016 // note: this is proportinal to viewer, so we can normalize later
10018 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10019 VectorNormalize(worldreflected);
10021 // note: this sphere map only uses world x and z!
10022 // so positive and negative y will LOOK THE SAME.
10023 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10024 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10027 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10028 rsurface.texcoordtexture2f_bufferobject = 0;
10029 rsurface.texcoordtexture2f_bufferoffset = 0;
10032 // the only tcmod that needs software vertex processing is turbulent, so
10033 // check for it here and apply the changes if needed
10034 // and we only support that as the first one
10035 // (handling a mixture of turbulent and other tcmods would be problematic
10036 // without punting it entirely to a software path)
10037 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10039 amplitude = rsurface.texture->tcmods[0].parms[1];
10040 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10041 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10043 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10044 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)
10046 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10047 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10050 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10051 rsurface.texcoordtexture2f_bufferobject = 0;
10052 rsurface.texcoordtexture2f_bufferoffset = 0;
10054 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10055 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10056 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10057 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10060 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10063 const msurface_t *surface = texturesurfacelist[0];
10064 const msurface_t *surface2;
10069 // TODO: lock all array ranges before render, rather than on each surface
10070 if (texturenumsurfaces == 1)
10071 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);
10072 else if (r_batchmode.integer == 2)
10074 #define MAXBATCHTRIANGLES 4096
10075 int batchtriangles = 0;
10076 static int batchelements[MAXBATCHTRIANGLES*3];
10077 for (i = 0;i < texturenumsurfaces;i = j)
10079 surface = texturesurfacelist[i];
10081 if (surface->num_triangles > MAXBATCHTRIANGLES)
10083 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);
10086 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10087 batchtriangles = surface->num_triangles;
10088 firstvertex = surface->num_firstvertex;
10089 endvertex = surface->num_firstvertex + surface->num_vertices;
10090 for (;j < texturenumsurfaces;j++)
10092 surface2 = texturesurfacelist[j];
10093 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10095 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10096 batchtriangles += surface2->num_triangles;
10097 firstvertex = min(firstvertex, surface2->num_firstvertex);
10098 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10100 surface2 = texturesurfacelist[j-1];
10101 numvertices = endvertex - firstvertex;
10102 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10105 else if (r_batchmode.integer == 1)
10107 for (i = 0;i < texturenumsurfaces;i = j)
10109 surface = texturesurfacelist[i];
10110 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10111 if (texturesurfacelist[j] != surface2)
10113 surface2 = texturesurfacelist[j-1];
10114 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10115 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10116 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10121 for (i = 0;i < texturenumsurfaces;i++)
10123 surface = texturesurfacelist[i];
10124 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);
10129 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10131 switch(vid.renderpath)
10133 case RENDERPATH_CGGL:
10135 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10136 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10139 case RENDERPATH_GL20:
10140 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10141 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10143 case RENDERPATH_GL13:
10144 case RENDERPATH_GL11:
10145 R_Mesh_TexBind(0, surface->lightmaptexture);
10150 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10152 // pick the closest matching water plane and bind textures
10153 int planeindex, vertexindex;
10157 r_waterstate_waterplane_t *p, *bestp;
10160 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10163 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10165 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10166 d += fabs(PlaneDiff(vert, &p->plane));
10168 if (bestd > d || !bestp)
10174 switch(vid.renderpath)
10176 case RENDERPATH_CGGL:
10178 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10179 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10182 case RENDERPATH_GL20:
10183 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10184 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10186 case RENDERPATH_GL13:
10187 case RENDERPATH_GL11:
10192 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10195 const msurface_t *surface;
10196 if (r_waterstate.renderingscene)
10198 for (i = 0;i < texturenumsurfaces;i++)
10200 surface = texturesurfacelist[i];
10201 RSurf_BindLightmapForSurface(surface);
10202 RSurf_BindReflectionForSurface(surface);
10203 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);
10207 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10211 const msurface_t *surface = texturesurfacelist[0];
10212 const msurface_t *surface2;
10217 if (texturenumsurfaces == 1)
10219 RSurf_BindLightmapForSurface(surface);
10220 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10222 else if (r_batchmode.integer == 2)
10224 #define MAXBATCHTRIANGLES 4096
10225 int batchtriangles = 0;
10226 static int batchelements[MAXBATCHTRIANGLES*3];
10227 for (i = 0;i < texturenumsurfaces;i = j)
10229 surface = texturesurfacelist[i];
10230 RSurf_BindLightmapForSurface(surface);
10232 if (surface->num_triangles > MAXBATCHTRIANGLES)
10234 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);
10237 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10238 batchtriangles = surface->num_triangles;
10239 firstvertex = surface->num_firstvertex;
10240 endvertex = surface->num_firstvertex + surface->num_vertices;
10241 for (;j < texturenumsurfaces;j++)
10243 surface2 = texturesurfacelist[j];
10244 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10246 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10247 batchtriangles += surface2->num_triangles;
10248 firstvertex = min(firstvertex, surface2->num_firstvertex);
10249 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10251 surface2 = texturesurfacelist[j-1];
10252 numvertices = endvertex - firstvertex;
10253 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10256 else if (r_batchmode.integer == 1)
10259 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10260 for (i = 0;i < texturenumsurfaces;i = j)
10262 surface = texturesurfacelist[i];
10263 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10264 if (texturesurfacelist[j] != surface2)
10266 Con_Printf(" %i", j - i);
10269 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10271 for (i = 0;i < texturenumsurfaces;i = j)
10273 surface = texturesurfacelist[i];
10274 RSurf_BindLightmapForSurface(surface);
10275 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10276 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10279 Con_Printf(" %i", j - i);
10281 surface2 = texturesurfacelist[j-1];
10282 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10283 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10284 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10292 for (i = 0;i < texturenumsurfaces;i++)
10294 surface = texturesurfacelist[i];
10295 RSurf_BindLightmapForSurface(surface);
10296 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);
10301 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10304 int texturesurfaceindex;
10305 if (r_showsurfaces.integer == 2)
10307 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10309 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10310 for (j = 0;j < surface->num_triangles;j++)
10312 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10313 GL_Color(f, f, f, 1);
10314 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10320 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10322 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10323 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10324 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);
10325 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);
10330 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10332 int texturesurfaceindex;
10336 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10338 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10339 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)
10347 rsurface.lightmapcolor4f = rsurface.array_color4f;
10348 rsurface.lightmapcolor4f_bufferobject = 0;
10349 rsurface.lightmapcolor4f_bufferoffset = 0;
10352 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10354 int texturesurfaceindex;
10360 if (rsurface.lightmapcolor4f)
10362 // generate color arrays for the surfaces in this list
10363 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10365 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10366 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)
10368 f = RSurf_FogVertex(v);
10378 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10380 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10381 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)
10383 f = RSurf_FogVertex(v);
10391 rsurface.lightmapcolor4f = rsurface.array_color4f;
10392 rsurface.lightmapcolor4f_bufferobject = 0;
10393 rsurface.lightmapcolor4f_bufferoffset = 0;
10396 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10398 int texturesurfaceindex;
10404 if (!rsurface.lightmapcolor4f)
10406 // generate color arrays for the surfaces in this list
10407 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10409 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10410 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)
10412 f = RSurf_FogVertex(v);
10413 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10414 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10415 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10419 rsurface.lightmapcolor4f = rsurface.array_color4f;
10420 rsurface.lightmapcolor4f_bufferobject = 0;
10421 rsurface.lightmapcolor4f_bufferoffset = 0;
10424 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10426 int texturesurfaceindex;
10430 if (!rsurface.lightmapcolor4f)
10432 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10434 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10435 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)
10443 rsurface.lightmapcolor4f = rsurface.array_color4f;
10444 rsurface.lightmapcolor4f_bufferobject = 0;
10445 rsurface.lightmapcolor4f_bufferoffset = 0;
10448 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10450 int texturesurfaceindex;
10454 if (!rsurface.lightmapcolor4f)
10456 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10458 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10459 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)
10461 c2[0] = c[0] + r_refdef.scene.ambient;
10462 c2[1] = c[1] + r_refdef.scene.ambient;
10463 c2[2] = c[2] + r_refdef.scene.ambient;
10467 rsurface.lightmapcolor4f = rsurface.array_color4f;
10468 rsurface.lightmapcolor4f_bufferobject = 0;
10469 rsurface.lightmapcolor4f_bufferoffset = 0;
10472 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10475 rsurface.lightmapcolor4f = NULL;
10476 rsurface.lightmapcolor4f_bufferobject = 0;
10477 rsurface.lightmapcolor4f_bufferoffset = 0;
10478 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10479 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10480 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10481 GL_Color(r, g, b, a);
10482 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10485 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10487 // TODO: optimize applyfog && applycolor case
10488 // just apply fog if necessary, and tint the fog color array if necessary
10489 rsurface.lightmapcolor4f = NULL;
10490 rsurface.lightmapcolor4f_bufferobject = 0;
10491 rsurface.lightmapcolor4f_bufferoffset = 0;
10492 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10493 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10494 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10495 GL_Color(r, g, b, a);
10496 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10499 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10501 int texturesurfaceindex;
10505 if (texturesurfacelist[0]->lightmapinfo)
10507 // generate color arrays for the surfaces in this list
10508 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10510 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10511 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10513 if (surface->lightmapinfo->samples)
10515 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10516 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10517 VectorScale(lm, scale, c);
10518 if (surface->lightmapinfo->styles[1] != 255)
10520 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10522 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10523 VectorMA(c, scale, lm, c);
10524 if (surface->lightmapinfo->styles[2] != 255)
10527 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10528 VectorMA(c, scale, lm, c);
10529 if (surface->lightmapinfo->styles[3] != 255)
10532 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10533 VectorMA(c, scale, lm, c);
10543 rsurface.lightmapcolor4f = rsurface.array_color4f;
10544 rsurface.lightmapcolor4f_bufferobject = 0;
10545 rsurface.lightmapcolor4f_bufferoffset = 0;
10549 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10550 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10551 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10553 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10554 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10555 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10556 GL_Color(r, g, b, a);
10557 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10560 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10562 int texturesurfaceindex;
10569 vec3_t ambientcolor;
10570 vec3_t diffusecolor;
10574 VectorCopy(rsurface.modellight_lightdir, lightdir);
10575 f = 0.5f * r_refdef.lightmapintensity;
10576 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10577 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10578 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10579 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10580 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10581 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10583 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10585 // generate color arrays for the surfaces in this list
10586 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10588 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10589 int numverts = surface->num_vertices;
10590 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10591 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10592 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10593 // q3-style directional shading
10594 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10596 if ((f = DotProduct(n, lightdir)) > 0)
10597 VectorMA(ambientcolor, f, diffusecolor, c);
10599 VectorCopy(ambientcolor, c);
10607 rsurface.lightmapcolor4f = rsurface.array_color4f;
10608 rsurface.lightmapcolor4f_bufferobject = 0;
10609 rsurface.lightmapcolor4f_bufferoffset = 0;
10610 *applycolor = false;
10614 *r = ambientcolor[0];
10615 *g = ambientcolor[1];
10616 *b = ambientcolor[2];
10617 rsurface.lightmapcolor4f = NULL;
10618 rsurface.lightmapcolor4f_bufferobject = 0;
10619 rsurface.lightmapcolor4f_bufferoffset = 0;
10623 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10625 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10626 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10627 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10628 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10629 GL_Color(r, g, b, a);
10630 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10633 void RSurf_SetupDepthAndCulling(void)
10635 // submodels are biased to avoid z-fighting with world surfaces that they
10636 // may be exactly overlapping (avoids z-fighting artifacts on certain
10637 // doors and things in Quake maps)
10638 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10639 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10640 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10641 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10644 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10646 // transparent sky would be ridiculous
10647 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10649 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10650 skyrenderlater = true;
10651 RSurf_SetupDepthAndCulling();
10652 GL_DepthMask(true);
10653 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10654 // skymasking on them, and Quake3 never did sky masking (unlike
10655 // software Quake and software Quake2), so disable the sky masking
10656 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10657 // and skymasking also looks very bad when noclipping outside the
10658 // level, so don't use it then either.
10659 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10661 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10662 R_Mesh_ColorPointer(NULL, 0, 0);
10663 R_Mesh_ResetTextureState();
10664 if (skyrendermasked)
10666 R_SetupShader_DepthOrShadow();
10667 // depth-only (masking)
10668 GL_ColorMask(0,0,0,0);
10669 // just to make sure that braindead drivers don't draw
10670 // anything despite that colormask...
10671 GL_BlendFunc(GL_ZERO, GL_ONE);
10675 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10677 GL_BlendFunc(GL_ONE, GL_ZERO);
10679 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10680 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10681 if (skyrendermasked)
10682 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10684 R_Mesh_ResetTextureState();
10685 GL_Color(1, 1, 1, 1);
10688 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10689 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10690 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10692 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10694 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10697 // render screenspace normalmap to texture
10698 GL_DepthMask(true);
10699 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10700 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10702 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10704 // render water or distortion background, then blend surface on top
10705 GL_DepthMask(true);
10706 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10707 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10708 GL_DepthMask(false);
10709 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10710 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10711 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10713 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10717 // render surface normally
10718 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10719 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10720 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10721 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10722 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10723 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10725 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10729 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10731 // OpenGL 1.3 path - anything not completely ancient
10732 int texturesurfaceindex;
10733 qboolean applycolor;
10736 const texturelayer_t *layer;
10737 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10739 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10742 int layertexrgbscale;
10743 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10745 if (layerindex == 0)
10746 GL_AlphaTest(true);
10749 GL_AlphaTest(false);
10750 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10753 GL_DepthMask(layer->depthmask && writedepth);
10754 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10755 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10757 layertexrgbscale = 4;
10758 VectorScale(layer->color, 0.25f, layercolor);
10760 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10762 layertexrgbscale = 2;
10763 VectorScale(layer->color, 0.5f, layercolor);
10767 layertexrgbscale = 1;
10768 VectorScale(layer->color, 1.0f, layercolor);
10770 layercolor[3] = layer->color[3];
10771 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10772 R_Mesh_ColorPointer(NULL, 0, 0);
10773 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10774 switch (layer->type)
10776 case TEXTURELAYERTYPE_LITTEXTURE:
10777 // single-pass lightmapped texture with 2x rgbscale
10778 R_Mesh_TexBind(0, r_texture_white);
10779 R_Mesh_TexMatrix(0, NULL);
10780 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10781 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10782 R_Mesh_TexBind(1, layer->texture);
10783 R_Mesh_TexMatrix(1, &layer->texmatrix);
10784 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10785 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10786 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10787 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10788 else if (rsurface.uselightmaptexture)
10789 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10791 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10793 case TEXTURELAYERTYPE_TEXTURE:
10794 // singletexture unlit texture with transparency support
10795 R_Mesh_TexBind(0, layer->texture);
10796 R_Mesh_TexMatrix(0, &layer->texmatrix);
10797 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10798 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10799 R_Mesh_TexBind(1, 0);
10800 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10801 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10803 case TEXTURELAYERTYPE_FOG:
10804 // singletexture fogging
10805 if (layer->texture)
10807 R_Mesh_TexBind(0, layer->texture);
10808 R_Mesh_TexMatrix(0, &layer->texmatrix);
10809 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10810 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10814 R_Mesh_TexBind(0, 0);
10815 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10817 R_Mesh_TexBind(1, 0);
10818 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10819 // generate a color array for the fog pass
10820 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10821 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10827 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10828 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)
10830 f = 1 - RSurf_FogVertex(v);
10831 c[0] = layercolor[0];
10832 c[1] = layercolor[1];
10833 c[2] = layercolor[2];
10834 c[3] = f * layercolor[3];
10837 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10840 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10844 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10846 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10847 GL_AlphaTest(false);
10851 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10853 // OpenGL 1.1 - crusty old voodoo path
10854 int texturesurfaceindex;
10857 const texturelayer_t *layer;
10858 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10860 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10862 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10864 if (layerindex == 0)
10865 GL_AlphaTest(true);
10868 GL_AlphaTest(false);
10869 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10872 GL_DepthMask(layer->depthmask && writedepth);
10873 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10874 R_Mesh_ColorPointer(NULL, 0, 0);
10875 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10876 switch (layer->type)
10878 case TEXTURELAYERTYPE_LITTEXTURE:
10879 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10881 // two-pass lit texture with 2x rgbscale
10882 // first the lightmap pass
10883 R_Mesh_TexBind(0, r_texture_white);
10884 R_Mesh_TexMatrix(0, NULL);
10885 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10886 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10887 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10888 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10889 else if (rsurface.uselightmaptexture)
10890 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10892 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10893 // then apply the texture to it
10894 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10895 R_Mesh_TexBind(0, layer->texture);
10896 R_Mesh_TexMatrix(0, &layer->texmatrix);
10897 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10898 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10899 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);
10903 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10904 R_Mesh_TexBind(0, layer->texture);
10905 R_Mesh_TexMatrix(0, &layer->texmatrix);
10906 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10907 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10908 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10909 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);
10911 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);
10914 case TEXTURELAYERTYPE_TEXTURE:
10915 // singletexture unlit texture with transparency support
10916 R_Mesh_TexBind(0, layer->texture);
10917 R_Mesh_TexMatrix(0, &layer->texmatrix);
10918 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10919 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10920 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);
10922 case TEXTURELAYERTYPE_FOG:
10923 // singletexture fogging
10924 if (layer->texture)
10926 R_Mesh_TexBind(0, layer->texture);
10927 R_Mesh_TexMatrix(0, &layer->texmatrix);
10928 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10929 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10933 R_Mesh_TexBind(0, 0);
10934 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10936 // generate a color array for the fog pass
10937 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10938 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10944 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10945 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)
10947 f = 1 - RSurf_FogVertex(v);
10948 c[0] = layer->color[0];
10949 c[1] = layer->color[1];
10950 c[2] = layer->color[2];
10951 c[3] = f * layer->color[3];
10954 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10957 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10961 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10963 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10964 GL_AlphaTest(false);
10968 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10972 GL_AlphaTest(false);
10973 R_Mesh_ColorPointer(NULL, 0, 0);
10974 R_Mesh_ResetTextureState();
10975 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10977 if(rsurface.texture && rsurface.texture->currentskinframe)
10979 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10980 c[3] *= rsurface.texture->currentalpha;
10990 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10992 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10993 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10994 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10997 // brighten it up (as texture value 127 means "unlit")
10998 c[0] *= 2 * r_refdef.view.colorscale;
10999 c[1] *= 2 * r_refdef.view.colorscale;
11000 c[2] *= 2 * r_refdef.view.colorscale;
11002 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11003 c[3] *= r_wateralpha.value;
11005 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11007 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11008 GL_DepthMask(false);
11010 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11012 GL_BlendFunc(GL_ONE, GL_ONE);
11013 GL_DepthMask(false);
11015 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11017 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11018 GL_DepthMask(false);
11020 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11022 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11023 GL_DepthMask(false);
11027 GL_BlendFunc(GL_ONE, GL_ZERO);
11028 GL_DepthMask(writedepth);
11031 rsurface.lightmapcolor4f = NULL;
11033 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11035 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11037 rsurface.lightmapcolor4f = NULL;
11038 rsurface.lightmapcolor4f_bufferobject = 0;
11039 rsurface.lightmapcolor4f_bufferoffset = 0;
11041 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11043 qboolean applycolor = true;
11046 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11048 r_refdef.lightmapintensity = 1;
11049 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11050 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11054 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11056 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11057 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11058 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11061 if(!rsurface.lightmapcolor4f)
11062 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11064 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11065 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11066 if(r_refdef.fogenabled)
11067 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11069 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11070 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11073 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11076 RSurf_SetupDepthAndCulling();
11077 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11079 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11082 switch (vid.renderpath)
11084 case RENDERPATH_GL20:
11085 case RENDERPATH_CGGL:
11086 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11088 case RENDERPATH_GL13:
11089 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11091 case RENDERPATH_GL11:
11092 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11098 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11101 RSurf_SetupDepthAndCulling();
11102 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11104 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11107 switch (vid.renderpath)
11109 case RENDERPATH_GL20:
11110 case RENDERPATH_CGGL:
11111 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11113 case RENDERPATH_GL13:
11114 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11116 case RENDERPATH_GL11:
11117 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11123 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11126 int texturenumsurfaces, endsurface;
11127 texture_t *texture;
11128 const msurface_t *surface;
11129 const msurface_t *texturesurfacelist[256];
11131 // if the model is static it doesn't matter what value we give for
11132 // wantnormals and wanttangents, so this logic uses only rules applicable
11133 // to a model, knowing that they are meaningless otherwise
11134 if (ent == r_refdef.scene.worldentity)
11135 RSurf_ActiveWorldEntity();
11136 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11137 RSurf_ActiveModelEntity(ent, false, false, false);
11140 switch (vid.renderpath)
11142 case RENDERPATH_GL20:
11143 case RENDERPATH_CGGL:
11144 RSurf_ActiveModelEntity(ent, true, true, false);
11146 case RENDERPATH_GL13:
11147 case RENDERPATH_GL11:
11148 RSurf_ActiveModelEntity(ent, true, false, false);
11153 if (r_transparentdepthmasking.integer)
11155 qboolean setup = false;
11156 for (i = 0;i < numsurfaces;i = j)
11159 surface = rsurface.modelsurfaces + surfacelist[i];
11160 texture = surface->texture;
11161 rsurface.texture = R_GetCurrentTexture(texture);
11162 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11163 // scan ahead until we find a different texture
11164 endsurface = min(i + 1024, numsurfaces);
11165 texturenumsurfaces = 0;
11166 texturesurfacelist[texturenumsurfaces++] = surface;
11167 for (;j < endsurface;j++)
11169 surface = rsurface.modelsurfaces + surfacelist[j];
11170 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11172 texturesurfacelist[texturenumsurfaces++] = surface;
11174 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11176 // render the range of surfaces as depth
11180 GL_ColorMask(0,0,0,0);
11182 GL_DepthTest(true);
11183 GL_BlendFunc(GL_ONE, GL_ZERO);
11184 GL_DepthMask(true);
11185 GL_AlphaTest(false);
11186 R_Mesh_ColorPointer(NULL, 0, 0);
11187 R_Mesh_ResetTextureState();
11188 R_SetupShader_DepthOrShadow();
11190 RSurf_SetupDepthAndCulling();
11191 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11192 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11195 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11198 for (i = 0;i < numsurfaces;i = j)
11201 surface = rsurface.modelsurfaces + surfacelist[i];
11202 texture = surface->texture;
11203 rsurface.texture = R_GetCurrentTexture(texture);
11204 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11205 // scan ahead until we find a different texture
11206 endsurface = min(i + 1024, numsurfaces);
11207 texturenumsurfaces = 0;
11208 texturesurfacelist[texturenumsurfaces++] = surface;
11209 for (;j < endsurface;j++)
11211 surface = rsurface.modelsurfaces + surfacelist[j];
11212 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11214 texturesurfacelist[texturenumsurfaces++] = surface;
11216 // render the range of surfaces
11217 if (ent == r_refdef.scene.worldentity)
11218 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11220 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11222 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11223 GL_AlphaTest(false);
11226 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11228 // transparent surfaces get pushed off into the transparent queue
11229 int surfacelistindex;
11230 const msurface_t *surface;
11231 vec3_t tempcenter, center;
11232 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11234 surface = texturesurfacelist[surfacelistindex];
11235 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11236 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11237 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11238 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11239 if (queueentity->transparent_offset) // transparent offset
11241 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11242 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11243 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11245 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11249 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11251 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11255 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11257 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11259 RSurf_SetupDepthAndCulling();
11260 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11261 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11265 if (!rsurface.texture->currentnumlayers)
11267 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11268 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11270 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11272 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11274 RSurf_SetupDepthAndCulling();
11275 GL_AlphaTest(false);
11276 R_Mesh_ColorPointer(NULL, 0, 0);
11277 R_Mesh_ResetTextureState();
11278 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11279 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11280 GL_DepthMask(true);
11281 GL_BlendFunc(GL_ONE, GL_ZERO);
11282 GL_Color(0, 0, 0, 1);
11283 GL_DepthTest(writedepth);
11284 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11286 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11288 RSurf_SetupDepthAndCulling();
11289 GL_AlphaTest(false);
11290 R_Mesh_ColorPointer(NULL, 0, 0);
11291 R_Mesh_ResetTextureState();
11292 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11293 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11294 GL_DepthMask(true);
11295 GL_BlendFunc(GL_ONE, GL_ZERO);
11296 GL_DepthTest(true);
11297 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11299 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11300 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11301 else if (!rsurface.texture->currentnumlayers)
11303 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11305 // in the deferred case, transparent surfaces were queued during prepass
11306 if (!r_shadow_usingdeferredprepass)
11307 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11311 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11312 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11317 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11320 texture_t *texture;
11321 // break the surface list down into batches by texture and use of lightmapping
11322 for (i = 0;i < numsurfaces;i = j)
11325 // texture is the base texture pointer, rsurface.texture is the
11326 // current frame/skin the texture is directing us to use (for example
11327 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11328 // use skin 1 instead)
11329 texture = surfacelist[i]->texture;
11330 rsurface.texture = R_GetCurrentTexture(texture);
11331 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11332 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11334 // if this texture is not the kind we want, skip ahead to the next one
11335 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11339 // simply scan ahead until we find a different texture or lightmap state
11340 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11342 // render the range of surfaces
11343 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11347 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11352 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11354 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11356 RSurf_SetupDepthAndCulling();
11357 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11358 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11362 if (!rsurface.texture->currentnumlayers)
11364 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11365 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11367 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11369 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11371 RSurf_SetupDepthAndCulling();
11372 GL_AlphaTest(false);
11373 R_Mesh_ColorPointer(NULL, 0, 0);
11374 R_Mesh_ResetTextureState();
11375 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11376 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11377 GL_DepthMask(true);
11378 GL_BlendFunc(GL_ONE, GL_ZERO);
11379 GL_Color(0, 0, 0, 1);
11380 GL_DepthTest(writedepth);
11381 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11383 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11385 RSurf_SetupDepthAndCulling();
11386 GL_AlphaTest(false);
11387 R_Mesh_ColorPointer(NULL, 0, 0);
11388 R_Mesh_ResetTextureState();
11389 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11390 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11391 GL_DepthMask(true);
11392 GL_BlendFunc(GL_ONE, GL_ZERO);
11393 GL_DepthTest(true);
11394 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11396 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11397 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11398 else if (!rsurface.texture->currentnumlayers)
11400 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11402 // in the deferred case, transparent surfaces were queued during prepass
11403 if (!r_shadow_usingdeferredprepass)
11404 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11408 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11409 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11414 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11417 texture_t *texture;
11418 // break the surface list down into batches by texture and use of lightmapping
11419 for (i = 0;i < numsurfaces;i = j)
11422 // texture is the base texture pointer, rsurface.texture is the
11423 // current frame/skin the texture is directing us to use (for example
11424 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11425 // use skin 1 instead)
11426 texture = surfacelist[i]->texture;
11427 rsurface.texture = R_GetCurrentTexture(texture);
11428 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11429 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11431 // if this texture is not the kind we want, skip ahead to the next one
11432 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11436 // simply scan ahead until we find a different texture or lightmap state
11437 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11439 // render the range of surfaces
11440 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11444 float locboxvertex3f[6*4*3] =
11446 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11447 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11448 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11449 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11450 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11451 1,0,0, 0,0,0, 0,1,0, 1,1,0
11454 unsigned short locboxelements[6*2*3] =
11459 12,13,14, 12,14,15,
11460 16,17,18, 16,18,19,
11464 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11467 cl_locnode_t *loc = (cl_locnode_t *)ent;
11469 float vertex3f[6*4*3];
11471 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11472 GL_DepthMask(false);
11473 GL_DepthRange(0, 1);
11474 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11475 GL_DepthTest(true);
11476 GL_CullFace(GL_NONE);
11477 R_EntityMatrix(&identitymatrix);
11479 R_Mesh_VertexPointer(vertex3f, 0, 0);
11480 R_Mesh_ColorPointer(NULL, 0, 0);
11481 R_Mesh_ResetTextureState();
11482 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11484 i = surfacelist[0];
11485 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11486 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11487 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11488 surfacelist[0] < 0 ? 0.5f : 0.125f);
11490 if (VectorCompare(loc->mins, loc->maxs))
11492 VectorSet(size, 2, 2, 2);
11493 VectorMA(loc->mins, -0.5f, size, mins);
11497 VectorCopy(loc->mins, mins);
11498 VectorSubtract(loc->maxs, loc->mins, size);
11501 for (i = 0;i < 6*4*3;)
11502 for (j = 0;j < 3;j++, i++)
11503 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11505 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11508 void R_DrawLocs(void)
11511 cl_locnode_t *loc, *nearestloc;
11513 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11514 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11516 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11517 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11521 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11523 if (decalsystem->decals)
11524 Mem_Free(decalsystem->decals);
11525 memset(decalsystem, 0, sizeof(*decalsystem));
11528 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)
11531 tridecal_t *decals;
11534 // expand or initialize the system
11535 if (decalsystem->maxdecals <= decalsystem->numdecals)
11537 decalsystem_t old = *decalsystem;
11538 qboolean useshortelements;
11539 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11540 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11541 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)));
11542 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11543 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11544 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11545 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11546 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11547 if (decalsystem->numdecals)
11548 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11550 Mem_Free(old.decals);
11551 for (i = 0;i < decalsystem->maxdecals*3;i++)
11552 decalsystem->element3i[i] = i;
11553 if (useshortelements)
11554 for (i = 0;i < decalsystem->maxdecals*3;i++)
11555 decalsystem->element3s[i] = i;
11558 // grab a decal and search for another free slot for the next one
11559 decals = decalsystem->decals;
11560 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11561 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11563 decalsystem->freedecal = i;
11564 if (decalsystem->numdecals <= i)
11565 decalsystem->numdecals = i + 1;
11567 // initialize the decal
11569 decal->triangleindex = triangleindex;
11570 decal->surfaceindex = surfaceindex;
11571 decal->decalsequence = decalsequence;
11572 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11573 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11574 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11575 decal->color4ub[0][3] = 255;
11576 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11577 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11578 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11579 decal->color4ub[1][3] = 255;
11580 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11581 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11582 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11583 decal->color4ub[2][3] = 255;
11584 decal->vertex3f[0][0] = v0[0];
11585 decal->vertex3f[0][1] = v0[1];
11586 decal->vertex3f[0][2] = v0[2];
11587 decal->vertex3f[1][0] = v1[0];
11588 decal->vertex3f[1][1] = v1[1];
11589 decal->vertex3f[1][2] = v1[2];
11590 decal->vertex3f[2][0] = v2[0];
11591 decal->vertex3f[2][1] = v2[1];
11592 decal->vertex3f[2][2] = v2[2];
11593 decal->texcoord2f[0][0] = t0[0];
11594 decal->texcoord2f[0][1] = t0[1];
11595 decal->texcoord2f[1][0] = t1[0];
11596 decal->texcoord2f[1][1] = t1[1];
11597 decal->texcoord2f[2][0] = t2[0];
11598 decal->texcoord2f[2][1] = t2[1];
11601 extern cvar_t cl_decals_bias;
11602 extern cvar_t cl_decals_models;
11603 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11604 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)
11606 matrix4x4_t projection;
11607 decalsystem_t *decalsystem;
11610 const float *vertex3f;
11611 const msurface_t *surface;
11612 const msurface_t *surfaces;
11613 const int *surfacelist;
11614 const texture_t *texture;
11616 int numsurfacelist;
11617 int surfacelistindex;
11624 float localorigin[3];
11625 float localnormal[3];
11626 float localmins[3];
11627 float localmaxs[3];
11633 float planes[6][4];
11635 float points[2][9][3];
11639 decalsystem = &ent->decalsystem;
11640 model = ent->model;
11641 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11643 R_DecalSystem_Reset(&ent->decalsystem);
11647 if (!model->brush.data_nodes && !cl_decals_models.integer)
11649 if (decalsystem->model)
11650 R_DecalSystem_Reset(decalsystem);
11654 if (decalsystem->model != model)
11655 R_DecalSystem_Reset(decalsystem);
11656 decalsystem->model = model;
11658 RSurf_ActiveModelEntity(ent, false, false, false);
11660 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11661 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11662 VectorNormalize(localnormal);
11663 localsize = worldsize*rsurface.inversematrixscale;
11664 localmins[0] = localorigin[0] - localsize;
11665 localmins[1] = localorigin[1] - localsize;
11666 localmins[2] = localorigin[2] - localsize;
11667 localmaxs[0] = localorigin[0] + localsize;
11668 localmaxs[1] = localorigin[1] + localsize;
11669 localmaxs[2] = localorigin[2] + localsize;
11671 //VectorCopy(localnormal, planes[4]);
11672 //VectorVectors(planes[4], planes[2], planes[0]);
11673 AnglesFromVectors(angles, localnormal, NULL, false);
11674 AngleVectors(angles, planes[0], planes[2], planes[4]);
11675 VectorNegate(planes[0], planes[1]);
11676 VectorNegate(planes[2], planes[3]);
11677 VectorNegate(planes[4], planes[5]);
11678 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11679 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11680 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11681 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11682 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11683 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11688 matrix4x4_t forwardprojection;
11689 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11690 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11695 float projectionvector[4][3];
11696 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11697 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11698 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11699 projectionvector[0][0] = planes[0][0] * ilocalsize;
11700 projectionvector[0][1] = planes[1][0] * ilocalsize;
11701 projectionvector[0][2] = planes[2][0] * ilocalsize;
11702 projectionvector[1][0] = planes[0][1] * ilocalsize;
11703 projectionvector[1][1] = planes[1][1] * ilocalsize;
11704 projectionvector[1][2] = planes[2][1] * ilocalsize;
11705 projectionvector[2][0] = planes[0][2] * ilocalsize;
11706 projectionvector[2][1] = planes[1][2] * ilocalsize;
11707 projectionvector[2][2] = planes[2][2] * ilocalsize;
11708 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11709 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11710 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11711 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11715 dynamic = model->surfmesh.isanimated;
11716 vertex3f = rsurface.modelvertex3f;
11717 numsurfacelist = model->nummodelsurfaces;
11718 surfacelist = model->sortedmodelsurfaces;
11719 surfaces = model->data_surfaces;
11720 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11722 surfaceindex = surfacelist[surfacelistindex];
11723 surface = surfaces + surfaceindex;
11724 // check cull box first because it rejects more than any other check
11725 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11727 // skip transparent surfaces
11728 texture = surface->texture;
11729 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11731 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11733 numtriangles = surface->num_triangles;
11734 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11736 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11738 index = 3*e[cornerindex];
11739 VectorCopy(vertex3f + index, v[cornerindex]);
11742 //TriangleNormal(v[0], v[1], v[2], normal);
11743 //if (DotProduct(normal, localnormal) < 0.0f)
11745 // clip by each of the box planes formed from the projection matrix
11746 // if anything survives, we emit the decal
11747 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]);
11750 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]);
11753 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]);
11756 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]);
11759 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]);
11762 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]);
11765 // some part of the triangle survived, so we have to accept it...
11768 // dynamic always uses the original triangle
11770 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11772 index = 3*e[cornerindex];
11773 VectorCopy(vertex3f + index, v[cornerindex]);
11776 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11778 // convert vertex positions to texcoords
11779 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11780 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11781 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11782 // calculate distance fade from the projection origin
11783 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11784 f = bound(0.0f, f, 1.0f);
11785 c[cornerindex][0] = r * f;
11786 c[cornerindex][1] = g * f;
11787 c[cornerindex][2] = b * f;
11788 c[cornerindex][3] = 1.0f;
11789 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11792 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);
11794 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11795 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);
11800 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11801 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)
11803 int renderentityindex;
11804 float worldmins[3];
11805 float worldmaxs[3];
11806 entity_render_t *ent;
11808 if (!cl_decals_newsystem.integer)
11811 worldmins[0] = worldorigin[0] - worldsize;
11812 worldmins[1] = worldorigin[1] - worldsize;
11813 worldmins[2] = worldorigin[2] - worldsize;
11814 worldmaxs[0] = worldorigin[0] + worldsize;
11815 worldmaxs[1] = worldorigin[1] + worldsize;
11816 worldmaxs[2] = worldorigin[2] + worldsize;
11818 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11820 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11822 ent = r_refdef.scene.entities[renderentityindex];
11823 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11826 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11830 typedef struct r_decalsystem_splatqueue_s
11832 vec3_t worldorigin;
11833 vec3_t worldnormal;
11839 r_decalsystem_splatqueue_t;
11841 int r_decalsystem_numqueued = 0;
11842 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11844 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)
11846 r_decalsystem_splatqueue_t *queue;
11848 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11851 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11852 VectorCopy(worldorigin, queue->worldorigin);
11853 VectorCopy(worldnormal, queue->worldnormal);
11854 Vector4Set(queue->color, r, g, b, a);
11855 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11856 queue->worldsize = worldsize;
11857 queue->decalsequence = cl.decalsequence++;
11860 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11863 r_decalsystem_splatqueue_t *queue;
11865 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11866 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);
11867 r_decalsystem_numqueued = 0;
11870 extern cvar_t cl_decals_max;
11871 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11874 decalsystem_t *decalsystem = &ent->decalsystem;
11881 if (!decalsystem->numdecals)
11884 if (r_showsurfaces.integer)
11887 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11889 R_DecalSystem_Reset(decalsystem);
11893 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11894 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11896 if (decalsystem->lastupdatetime)
11897 frametime = (cl.time - decalsystem->lastupdatetime);
11900 decalsystem->lastupdatetime = cl.time;
11901 decal = decalsystem->decals;
11902 numdecals = decalsystem->numdecals;
11904 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11906 if (decal->color4ub[0][3])
11908 decal->lived += frametime;
11909 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11911 memset(decal, 0, sizeof(*decal));
11912 if (decalsystem->freedecal > i)
11913 decalsystem->freedecal = i;
11917 decal = decalsystem->decals;
11918 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11921 // collapse the array by shuffling the tail decals into the gaps
11924 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11925 decalsystem->freedecal++;
11926 if (decalsystem->freedecal == numdecals)
11928 decal[decalsystem->freedecal] = decal[--numdecals];
11931 decalsystem->numdecals = numdecals;
11933 if (numdecals <= 0)
11935 // if there are no decals left, reset decalsystem
11936 R_DecalSystem_Reset(decalsystem);
11940 extern skinframe_t *decalskinframe;
11941 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11944 decalsystem_t *decalsystem = &ent->decalsystem;
11953 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11956 numdecals = decalsystem->numdecals;
11960 if (r_showsurfaces.integer)
11963 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11965 R_DecalSystem_Reset(decalsystem);
11969 // if the model is static it doesn't matter what value we give for
11970 // wantnormals and wanttangents, so this logic uses only rules applicable
11971 // to a model, knowing that they are meaningless otherwise
11972 if (ent == r_refdef.scene.worldentity)
11973 RSurf_ActiveWorldEntity();
11975 RSurf_ActiveModelEntity(ent, false, false, false);
11977 decalsystem->lastupdatetime = cl.time;
11978 decal = decalsystem->decals;
11980 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11982 // update vertex positions for animated models
11983 v3f = decalsystem->vertex3f;
11984 c4f = decalsystem->color4f;
11985 t2f = decalsystem->texcoord2f;
11986 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11988 if (!decal->color4ub[0][3])
11991 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11994 // update color values for fading decals
11995 if (decal->lived >= cl_decals_time.value)
11997 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11998 alpha *= (1.0f/255.0f);
12001 alpha = 1.0f/255.0f;
12003 c4f[ 0] = decal->color4ub[0][0] * alpha;
12004 c4f[ 1] = decal->color4ub[0][1] * alpha;
12005 c4f[ 2] = decal->color4ub[0][2] * alpha;
12007 c4f[ 4] = decal->color4ub[1][0] * alpha;
12008 c4f[ 5] = decal->color4ub[1][1] * alpha;
12009 c4f[ 6] = decal->color4ub[1][2] * alpha;
12011 c4f[ 8] = decal->color4ub[2][0] * alpha;
12012 c4f[ 9] = decal->color4ub[2][1] * alpha;
12013 c4f[10] = decal->color4ub[2][2] * alpha;
12016 t2f[0] = decal->texcoord2f[0][0];
12017 t2f[1] = decal->texcoord2f[0][1];
12018 t2f[2] = decal->texcoord2f[1][0];
12019 t2f[3] = decal->texcoord2f[1][1];
12020 t2f[4] = decal->texcoord2f[2][0];
12021 t2f[5] = decal->texcoord2f[2][1];
12023 // update vertex positions for animated models
12024 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12026 e = rsurface.modelelement3i + 3*decal->triangleindex;
12027 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12028 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12029 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12033 VectorCopy(decal->vertex3f[0], v3f);
12034 VectorCopy(decal->vertex3f[1], v3f + 3);
12035 VectorCopy(decal->vertex3f[2], v3f + 6);
12038 if (r_refdef.fogenabled)
12040 alpha = RSurf_FogVertex(v3f);
12041 VectorScale(c4f, alpha, c4f);
12042 alpha = RSurf_FogVertex(v3f + 3);
12043 VectorScale(c4f + 4, alpha, c4f + 4);
12044 alpha = RSurf_FogVertex(v3f + 6);
12045 VectorScale(c4f + 8, alpha, c4f + 8);
12056 r_refdef.stats.drawndecals += numtris;
12058 // now render the decals all at once
12059 // (this assumes they all use one particle font texture!)
12060 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);
12061 R_Mesh_ResetTextureState();
12062 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12063 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12064 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12065 GL_DepthMask(false);
12066 GL_DepthRange(0, 1);
12067 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12068 GL_DepthTest(true);
12069 GL_CullFace(GL_NONE);
12070 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12071 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12072 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12076 static void R_DrawModelDecals(void)
12080 // fade faster when there are too many decals
12081 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12082 for (i = 0;i < r_refdef.scene.numentities;i++)
12083 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12085 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12086 for (i = 0;i < r_refdef.scene.numentities;i++)
12087 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12088 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12090 R_DecalSystem_ApplySplatEntitiesQueue();
12092 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12093 for (i = 0;i < r_refdef.scene.numentities;i++)
12094 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12096 r_refdef.stats.totaldecals += numdecals;
12098 if (r_showsurfaces.integer)
12101 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12103 for (i = 0;i < r_refdef.scene.numentities;i++)
12105 if (!r_refdef.viewcache.entityvisible[i])
12107 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12108 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12112 extern cvar_t mod_collision_bih;
12113 void R_DrawDebugModel(void)
12115 entity_render_t *ent = rsurface.entity;
12116 int i, j, k, l, flagsmask;
12117 const msurface_t *surface;
12118 dp_model_t *model = ent->model;
12121 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12123 R_Mesh_ColorPointer(NULL, 0, 0);
12124 R_Mesh_ResetTextureState();
12125 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12126 GL_DepthRange(0, 1);
12127 GL_DepthTest(!r_showdisabledepthtest.integer);
12128 GL_DepthMask(false);
12129 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12131 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12135 qboolean cullbox = ent == r_refdef.scene.worldentity;
12136 const q3mbrush_t *brush;
12137 const bih_t *bih = &model->collision_bih;
12138 const bih_leaf_t *bihleaf;
12139 float vertex3f[3][3];
12140 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12142 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12144 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12146 switch (bihleaf->type)
12150 brush = model->brush.data_brushes + bihleaf->itemindex;
12151 if (brush->colbrushf && brush->colbrushf->numtriangles)
12153 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12154 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12155 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12160 triangleindex = bihleaf->itemindex;
12161 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12162 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12163 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12164 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12165 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12166 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12174 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12176 if (r_showtris.integer || r_shownormals.integer)
12178 if (r_showdisabledepthtest.integer)
12180 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12181 GL_DepthMask(false);
12185 GL_BlendFunc(GL_ONE, GL_ZERO);
12186 GL_DepthMask(true);
12188 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12190 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12192 rsurface.texture = R_GetCurrentTexture(surface->texture);
12193 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12195 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12196 if (r_showtris.value > 0)
12198 if (!rsurface.texture->currentlayers->depthmask)
12199 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12200 else if (ent == r_refdef.scene.worldentity)
12201 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12203 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12204 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12205 R_Mesh_ColorPointer(NULL, 0, 0);
12206 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12207 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12208 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12209 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);
12210 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12213 if (r_shownormals.value < 0)
12215 qglBegin(GL_LINES);
12216 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12218 VectorCopy(rsurface.vertex3f + l * 3, v);
12219 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12220 qglVertex3f(v[0], v[1], v[2]);
12221 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12222 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12223 qglVertex3f(v[0], v[1], v[2]);
12228 if (r_shownormals.value > 0)
12230 qglBegin(GL_LINES);
12231 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12233 VectorCopy(rsurface.vertex3f + l * 3, v);
12234 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12235 qglVertex3f(v[0], v[1], v[2]);
12236 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12237 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12238 qglVertex3f(v[0], v[1], v[2]);
12242 qglBegin(GL_LINES);
12243 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12245 VectorCopy(rsurface.vertex3f + l * 3, v);
12246 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12247 qglVertex3f(v[0], v[1], v[2]);
12248 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12249 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12250 qglVertex3f(v[0], v[1], v[2]);
12254 qglBegin(GL_LINES);
12255 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12257 VectorCopy(rsurface.vertex3f + l * 3, v);
12258 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12259 qglVertex3f(v[0], v[1], v[2]);
12260 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12261 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12262 qglVertex3f(v[0], v[1], v[2]);
12269 rsurface.texture = NULL;
12273 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12274 int r_maxsurfacelist = 0;
12275 const msurface_t **r_surfacelist = NULL;
12276 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12278 int i, j, endj, flagsmask;
12279 dp_model_t *model = r_refdef.scene.worldmodel;
12280 msurface_t *surfaces;
12281 unsigned char *update;
12282 int numsurfacelist = 0;
12286 if (r_maxsurfacelist < model->num_surfaces)
12288 r_maxsurfacelist = model->num_surfaces;
12290 Mem_Free((msurface_t**)r_surfacelist);
12291 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12294 RSurf_ActiveWorldEntity();
12296 surfaces = model->data_surfaces;
12297 update = model->brushq1.lightmapupdateflags;
12299 // update light styles on this submodel
12300 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12302 model_brush_lightstyleinfo_t *style;
12303 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12305 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12307 int *list = style->surfacelist;
12308 style->value = r_refdef.scene.lightstylevalue[style->style];
12309 for (j = 0;j < style->numsurfaces;j++)
12310 update[list[j]] = true;
12315 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12319 R_DrawDebugModel();
12320 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12324 rsurface.uselightmaptexture = false;
12325 rsurface.texture = NULL;
12326 rsurface.rtlight = NULL;
12327 numsurfacelist = 0;
12328 // add visible surfaces to draw list
12329 for (i = 0;i < model->nummodelsurfaces;i++)
12331 j = model->sortedmodelsurfaces[i];
12332 if (r_refdef.viewcache.world_surfacevisible[j])
12333 r_surfacelist[numsurfacelist++] = surfaces + j;
12335 // update lightmaps if needed
12336 if (model->brushq1.firstrender)
12338 model->brushq1.firstrender = false;
12339 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12341 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12345 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12346 if (r_refdef.viewcache.world_surfacevisible[j])
12348 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12350 // don't do anything if there were no surfaces
12351 if (!numsurfacelist)
12353 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12356 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12357 GL_AlphaTest(false);
12359 // add to stats if desired
12360 if (r_speeds.integer && !skysurfaces && !depthonly)
12362 r_refdef.stats.world_surfaces += numsurfacelist;
12363 for (j = 0;j < numsurfacelist;j++)
12364 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12367 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12370 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12372 int i, j, endj, flagsmask;
12373 dp_model_t *model = ent->model;
12374 msurface_t *surfaces;
12375 unsigned char *update;
12376 int numsurfacelist = 0;
12380 if (r_maxsurfacelist < model->num_surfaces)
12382 r_maxsurfacelist = model->num_surfaces;
12384 Mem_Free((msurface_t **)r_surfacelist);
12385 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12388 // if the model is static it doesn't matter what value we give for
12389 // wantnormals and wanttangents, so this logic uses only rules applicable
12390 // to a model, knowing that they are meaningless otherwise
12391 if (ent == r_refdef.scene.worldentity)
12392 RSurf_ActiveWorldEntity();
12393 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12394 RSurf_ActiveModelEntity(ent, false, false, false);
12396 RSurf_ActiveModelEntity(ent, true, true, true);
12397 else if (depthonly)
12399 switch (vid.renderpath)
12401 case RENDERPATH_GL20:
12402 case RENDERPATH_CGGL:
12403 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12405 case RENDERPATH_GL13:
12406 case RENDERPATH_GL11:
12407 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12413 switch (vid.renderpath)
12415 case RENDERPATH_GL20:
12416 case RENDERPATH_CGGL:
12417 RSurf_ActiveModelEntity(ent, true, true, false);
12419 case RENDERPATH_GL13:
12420 case RENDERPATH_GL11:
12421 RSurf_ActiveModelEntity(ent, true, false, false);
12426 surfaces = model->data_surfaces;
12427 update = model->brushq1.lightmapupdateflags;
12429 // update light styles
12430 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12432 model_brush_lightstyleinfo_t *style;
12433 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12435 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12437 int *list = style->surfacelist;
12438 style->value = r_refdef.scene.lightstylevalue[style->style];
12439 for (j = 0;j < style->numsurfaces;j++)
12440 update[list[j]] = true;
12445 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12449 R_DrawDebugModel();
12450 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12454 rsurface.uselightmaptexture = false;
12455 rsurface.texture = NULL;
12456 rsurface.rtlight = NULL;
12457 numsurfacelist = 0;
12458 // add visible surfaces to draw list
12459 for (i = 0;i < model->nummodelsurfaces;i++)
12460 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12461 // don't do anything if there were no surfaces
12462 if (!numsurfacelist)
12464 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12467 // update lightmaps if needed
12471 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12476 R_BuildLightMap(ent, surfaces + j);
12481 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12483 R_BuildLightMap(ent, surfaces + j);
12484 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12485 GL_AlphaTest(false);
12487 // add to stats if desired
12488 if (r_speeds.integer && !skysurfaces && !depthonly)
12490 r_refdef.stats.entities_surfaces += numsurfacelist;
12491 for (j = 0;j < numsurfacelist;j++)
12492 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12495 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12498 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12500 static texture_t texture;
12501 static msurface_t surface;
12502 const msurface_t *surfacelist = &surface;
12504 // fake enough texture and surface state to render this geometry
12506 texture.update_lastrenderframe = -1; // regenerate this texture
12507 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12508 texture.currentskinframe = skinframe;
12509 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12510 texture.specularscalemod = 1;
12511 texture.specularpowermod = 1;
12513 surface.texture = &texture;
12514 surface.num_triangles = numtriangles;
12515 surface.num_firsttriangle = firsttriangle;
12516 surface.num_vertices = numvertices;
12517 surface.num_firstvertex = firstvertex;
12520 rsurface.texture = R_GetCurrentTexture(surface.texture);
12521 rsurface.uselightmaptexture = false;
12522 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12525 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)
12527 static msurface_t surface;
12528 const msurface_t *surfacelist = &surface;
12530 // fake enough texture and surface state to render this geometry
12532 surface.texture = texture;
12533 surface.num_triangles = numtriangles;
12534 surface.num_firsttriangle = firsttriangle;
12535 surface.num_vertices = numvertices;
12536 surface.num_firstvertex = firstvertex;
12539 rsurface.texture = R_GetCurrentTexture(surface.texture);
12540 rsurface.uselightmaptexture = false;
12541 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);