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"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 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)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 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"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 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)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 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"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 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)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 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"};
77 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"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 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"};
80 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"};
81 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"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 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)"};
90 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)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 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."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 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."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 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"};
113 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"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 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)"};
130 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"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 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)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 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)"};
148 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)"};
149 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)"};
150 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)"};
152 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)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 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"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 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)"};
177 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"};
179 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"};
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 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"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 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)"};
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
194 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)"};
196 extern cvar_t v_glslgamma;
198 extern qboolean v_flipped_state;
200 static struct r_bloomstate_s
205 int bloomwidth, bloomheight;
207 int screentexturewidth, screentextureheight;
208 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
210 int bloomtexturewidth, bloomtextureheight;
211 rtexture_t *texture_bloom;
213 // arrays for rendering the screen passes
214 float screentexcoord2f[8];
215 float bloomtexcoord2f[8];
216 float offsettexcoord2f[8];
218 r_viewport_t viewport;
222 r_waterstate_t r_waterstate;
224 /// shadow volume bsp struct with automatically growing nodes buffer
227 rtexture_t *r_texture_blanknormalmap;
228 rtexture_t *r_texture_white;
229 rtexture_t *r_texture_grey128;
230 rtexture_t *r_texture_black;
231 rtexture_t *r_texture_notexture;
232 rtexture_t *r_texture_whitecube;
233 rtexture_t *r_texture_normalizationcube;
234 rtexture_t *r_texture_fogattenuation;
235 rtexture_t *r_texture_fogheighttexture;
236 rtexture_t *r_texture_gammaramps;
237 unsigned int r_texture_gammaramps_serial;
238 //rtexture_t *r_texture_fogintensity;
239 rtexture_t *r_texture_reflectcube;
241 // TODO: hash lookups?
242 typedef struct cubemapinfo_s
249 int r_texture_numcubemaps;
250 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
252 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
253 unsigned int r_numqueries;
254 unsigned int r_maxqueries;
256 typedef struct r_qwskincache_s
258 char name[MAX_QPATH];
259 skinframe_t *skinframe;
263 static r_qwskincache_t *r_qwskincache;
264 static int r_qwskincache_size;
266 /// vertex coordinates for a quad that covers the screen exactly
267 extern const float r_screenvertex3f[12];
268 extern const float r_d3dscreenvertex3f[12];
269 const float r_screenvertex3f[12] =
276 const float r_d3dscreenvertex3f[12] =
284 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
287 for (i = 0;i < verts;i++)
298 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
301 for (i = 0;i < verts;i++)
311 // FIXME: move this to client?
314 if (gamemode == GAME_NEHAHRA)
316 Cvar_Set("gl_fogenable", "0");
317 Cvar_Set("gl_fogdensity", "0.2");
318 Cvar_Set("gl_fogred", "0.3");
319 Cvar_Set("gl_foggreen", "0.3");
320 Cvar_Set("gl_fogblue", "0.3");
322 r_refdef.fog_density = 0;
323 r_refdef.fog_red = 0;
324 r_refdef.fog_green = 0;
325 r_refdef.fog_blue = 0;
326 r_refdef.fog_alpha = 1;
327 r_refdef.fog_start = 0;
328 r_refdef.fog_end = 16384;
329 r_refdef.fog_height = 1<<30;
330 r_refdef.fog_fadedepth = 128;
331 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
334 static void R_BuildBlankTextures(void)
336 unsigned char data[4];
337 data[2] = 128; // normal X
338 data[1] = 128; // normal Y
339 data[0] = 255; // normal Z
340 data[3] = 128; // height
341 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
359 static void R_BuildNoTexture(void)
362 unsigned char pix[16][16][4];
363 // this makes a light grey/dark grey checkerboard texture
364 for (y = 0;y < 16;y++)
366 for (x = 0;x < 16;x++)
368 if ((y < 8) ^ (x < 8))
384 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildWhiteCube(void)
389 unsigned char data[6*1*1*4];
390 memset(data, 255, sizeof(data));
391 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNormalizationCube(void)
398 vec_t s, t, intensity;
401 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
402 for (side = 0;side < 6;side++)
404 for (y = 0;y < NORMSIZE;y++)
406 for (x = 0;x < NORMSIZE;x++)
408 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
409 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444 intensity = 127.0f / sqrt(DotProduct(v, v));
445 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
446 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
447 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
448 data[((side*64+y)*64+x)*4+3] = 255;
452 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
456 static void R_BuildFogTexture(void)
460 unsigned char data1[FOGWIDTH][4];
461 //unsigned char data2[FOGWIDTH][4];
464 r_refdef.fogmasktable_start = r_refdef.fog_start;
465 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
466 r_refdef.fogmasktable_range = r_refdef.fogrange;
467 r_refdef.fogmasktable_density = r_refdef.fog_density;
469 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
470 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
472 d = (x * r - r_refdef.fogmasktable_start);
473 if(developer_extra.integer)
474 Con_DPrintf("%f ", d);
476 if (r_fog_exp2.integer)
477 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
479 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
480 if(developer_extra.integer)
481 Con_DPrintf(" : %f ", alpha);
482 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
483 if(developer_extra.integer)
484 Con_DPrintf(" = %f\n", alpha);
485 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
488 for (x = 0;x < FOGWIDTH;x++)
490 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
495 //data2[x][0] = 255 - b;
496 //data2[x][1] = 255 - b;
497 //data2[x][2] = 255 - b;
500 if (r_texture_fogattenuation)
502 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
503 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
507 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
508 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
512 static void R_BuildFogHeightTexture(void)
514 unsigned char *inpixels;
522 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
523 if (r_refdef.fogheighttexturename[0])
524 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
527 r_refdef.fog_height_tablesize = 0;
528 if (r_texture_fogheighttexture)
529 R_FreeTexture(r_texture_fogheighttexture);
530 r_texture_fogheighttexture = NULL;
531 if (r_refdef.fog_height_table2d)
532 Mem_Free(r_refdef.fog_height_table2d);
533 r_refdef.fog_height_table2d = NULL;
534 if (r_refdef.fog_height_table1d)
535 Mem_Free(r_refdef.fog_height_table1d);
536 r_refdef.fog_height_table1d = NULL;
540 r_refdef.fog_height_tablesize = size;
541 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
542 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
543 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
545 // LordHavoc: now the magic - what is that table2d for? it is a cooked
546 // average fog color table accounting for every fog layer between a point
547 // and the camera. (Note: attenuation is handled separately!)
548 for (y = 0;y < size;y++)
550 for (x = 0;x < size;x++)
556 for (j = x;j <= y;j++)
558 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 for (j = x;j >= y;j--)
566 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
571 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
572 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
573 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
574 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
577 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
580 //=======================================================================================================================================================
582 static const char *builtinshaderstring =
583 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
584 "// written by Forest 'LordHavoc' Hale\n"
585 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
587 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
590 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
591 "#define USELIGHTMAP\n"
593 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
594 "#define USEEYEVECTOR\n"
597 "#ifdef USESHADOWMAP2D\n"
598 "# ifdef GL_EXT_gpu_shader4\n"
599 "# extension GL_EXT_gpu_shader4 : enable\n"
601 "# ifdef GL_ARB_texture_gather\n"
602 "# extension GL_ARB_texture_gather : enable\n"
604 "# ifdef GL_AMD_texture_texture4\n"
605 "# extension GL_AMD_texture_texture4 : enable\n"
610 "//#ifdef USESHADOWSAMPLER\n"
611 "//# extension GL_ARB_shadow : enable\n"
614 "//#ifdef __GLSL_CG_DATA_TYPES\n"
615 "//# define myhalf half\n"
616 "//# define myhalf2 half2\n"
617 "//# define myhalf3 half3\n"
618 "//# define myhalf4 half4\n"
620 "# define myhalf float\n"
621 "# define myhalf2 vec2\n"
622 "# define myhalf3 vec3\n"
623 "# define myhalf4 vec4\n"
626 "#ifdef VERTEX_SHADER\n"
627 "uniform mat4 ModelViewProjectionMatrix;\n"
630 "#ifdef MODE_DEPTH_OR_SHADOW\n"
631 "#ifdef VERTEX_SHADER\n"
634 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
637 "#else // !MODE_DEPTH_ORSHADOW\n"
642 "#ifdef MODE_SHOWDEPTH\n"
643 "#ifdef VERTEX_SHADER\n"
646 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
647 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
651 "#ifdef FRAGMENT_SHADER\n"
654 " gl_FragColor = gl_Color;\n"
657 "#else // !MODE_SHOWDEPTH\n"
662 "#ifdef MODE_POSTPROCESS\n"
663 "varying vec2 TexCoord1;\n"
664 "varying vec2 TexCoord2;\n"
666 "#ifdef VERTEX_SHADER\n"
669 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
670 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
672 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
677 "#ifdef FRAGMENT_SHADER\n"
678 "uniform sampler2D Texture_First;\n"
680 "uniform sampler2D Texture_Second;\n"
681 "uniform vec4 BloomColorSubtract;\n"
683 "#ifdef USEGAMMARAMPS\n"
684 "uniform sampler2D Texture_GammaRamps;\n"
686 "#ifdef USESATURATION\n"
687 "uniform float Saturation;\n"
689 "#ifdef USEVIEWTINT\n"
690 "uniform vec4 ViewTintColor;\n"
692 "//uncomment these if you want to use them:\n"
693 "uniform vec4 UserVec1;\n"
694 "uniform vec4 UserVec2;\n"
695 "// uniform vec4 UserVec3;\n"
696 "// uniform vec4 UserVec4;\n"
697 "// uniform float ClientTime;\n"
698 "uniform vec2 PixelSize;\n"
701 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
703 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
705 "#ifdef USEVIEWTINT\n"
706 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
709 "#ifdef USEPOSTPROCESSING\n"
710 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
711 "// 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"
712 " float sobel = 1.0;\n"
713 " // vec2 ts = textureSize(Texture_First, 0);\n"
714 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
715 " vec2 px = PixelSize;\n"
716 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
717 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
718 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
719 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
720 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
721 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
724 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
725 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
726 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
727 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
728 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
729 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
730 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
731 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
732 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
733 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
734 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
735 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
736 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
737 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
738 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
739 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
740 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
746 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
747 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
750 "#ifdef USESATURATION\n"
751 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
752 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
753 " // 'vampire sight' effect, wheres red is compensated\n"
754 " #ifdef SATURATION_REDCOMPENSATE\n"
755 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
756 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
757 " gl_FragColor.r += rboost;\n"
759 " // normal desaturation\n"
760 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
761 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
765 "#ifdef USEGAMMARAMPS\n"
766 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
767 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
768 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
772 "#else // !MODE_POSTPROCESS\n"
777 "#ifdef MODE_GENERIC\n"
778 "#ifdef USEDIFFUSE\n"
779 "varying vec2 TexCoord1;\n"
781 "#ifdef USESPECULAR\n"
782 "varying vec2 TexCoord2;\n"
784 "#ifdef VERTEX_SHADER\n"
787 " gl_FrontColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
791 "#ifdef USESPECULAR\n"
792 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
794 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
798 "#ifdef FRAGMENT_SHADER\n"
799 "#ifdef USEDIFFUSE\n"
800 "uniform sampler2D Texture_First;\n"
802 "#ifdef USESPECULAR\n"
803 "uniform sampler2D Texture_Second;\n"
808 " gl_FragColor = gl_Color;\n"
809 "#ifdef USEDIFFUSE\n"
810 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
813 "#ifdef USESPECULAR\n"
814 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
815 "# ifdef USECOLORMAPPING\n"
816 " gl_FragColor *= tex2;\n"
819 " gl_FragColor += tex2;\n"
821 "# ifdef USEVERTEXTEXTUREBLEND\n"
822 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
827 "#else // !MODE_GENERIC\n"
832 "#ifdef MODE_BLOOMBLUR\n"
833 "varying TexCoord;\n"
834 "#ifdef VERTEX_SHADER\n"
837 " gl_FrontColor = gl_Color;\n"
838 " TexCoord = gl_MultiTexCoord0.xy;\n"
839 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
843 "#ifdef FRAGMENT_SHADER\n"
844 "uniform sampler2D Texture_First;\n"
845 "uniform vec4 BloomBlur_Parameters;\n"
850 " vec2 tc = TexCoord;\n"
851 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
852 " tc += BloomBlur_Parameters.xy;\n"
853 " for (i = 1;i < SAMPLES;i++)\n"
855 " color += texture2D(Texture_First, tc).rgb;\n"
856 " tc += BloomBlur_Parameters.xy;\n"
858 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
861 "#else // !MODE_BLOOMBLUR\n"
862 "#ifdef MODE_REFRACTION\n"
863 "varying vec2 TexCoord;\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
865 "uniform mat4 TexMatrix;\n"
866 "#ifdef VERTEX_SHADER\n"
870 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
871 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
872 " ModelViewProjectionPosition = gl_Position;\n"
876 "#ifdef FRAGMENT_SHADER\n"
877 "uniform sampler2D Texture_Normal;\n"
878 "uniform sampler2D Texture_Refraction;\n"
879 "uniform sampler2D Texture_Reflection;\n"
881 "uniform vec4 DistortScaleRefractReflect;\n"
882 "uniform vec4 ScreenScaleRefractReflect;\n"
883 "uniform vec4 ScreenCenterRefractReflect;\n"
884 "uniform vec4 RefractColor;\n"
885 "uniform vec4 ReflectColor;\n"
886 "uniform float ReflectFactor;\n"
887 "uniform float ReflectOffset;\n"
891 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
892 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
893 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
894 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
895 " // FIXME temporary hack to detect the case that the reflection\n"
896 " // gets blackened at edges due to leaving the area that contains actual\n"
898 " // Remove this 'ack once we have a better way to stop this thing from\n"
900 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
901 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
902 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
903 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
904 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
905 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
908 "#else // !MODE_REFRACTION\n"
913 "#ifdef MODE_WATER\n"
914 "varying vec2 TexCoord;\n"
915 "varying vec3 EyeVector;\n"
916 "varying vec4 ModelViewProjectionPosition;\n"
917 "#ifdef VERTEX_SHADER\n"
918 "uniform vec3 EyePosition;\n"
919 "uniform mat4 TexMatrix;\n"
923 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
924 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
925 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
926 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
927 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
928 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
929 " ModelViewProjectionPosition = gl_Position;\n"
933 "#ifdef FRAGMENT_SHADER\n"
934 "uniform sampler2D Texture_Normal;\n"
935 "uniform sampler2D Texture_Refraction;\n"
936 "uniform sampler2D Texture_Reflection;\n"
938 "uniform vec4 DistortScaleRefractReflect;\n"
939 "uniform vec4 ScreenScaleRefractReflect;\n"
940 "uniform vec4 ScreenCenterRefractReflect;\n"
941 "uniform vec4 RefractColor;\n"
942 "uniform vec4 ReflectColor;\n"
943 "uniform float ReflectFactor;\n"
944 "uniform float ReflectOffset;\n"
945 "uniform float ClientTime;\n"
946 "#ifdef USENORMALMAPSCROLLBLEND\n"
947 "uniform vec2 NormalmapScrollBlend;\n"
952 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
953 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
954 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
955 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
956 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
957 " #ifdef USENORMALMAPSCROLLBLEND\n"
958 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
959 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
960 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
962 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
964 " // FIXME temporary hack to detect the case that the reflection\n"
965 " // gets blackened at edges due to leaving the area that contains actual\n"
967 " // Remove this 'ack once we have a better way to stop this thing from\n"
969 " float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
970 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
971 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
972 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
973 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
974 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
975 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
976 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
977 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
978 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
979 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
980 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
981 " gl_FragColor.a = f1 + 0.5;\n"
984 "#else // !MODE_WATER\n"
989 "// common definitions between vertex shader and fragment shader:\n"
991 "varying vec2 TexCoord;\n"
992 "#ifdef USEVERTEXTEXTUREBLEND\n"
993 "varying vec2 TexCoord2;\n"
995 "#ifdef USELIGHTMAP\n"
996 "varying vec2 TexCoordLightmap;\n"
999 "#ifdef MODE_LIGHTSOURCE\n"
1000 "varying vec3 CubeVector;\n"
1003 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1004 "varying vec3 LightVector;\n"
1007 "#ifdef USEEYEVECTOR\n"
1008 "varying vec3 EyeVector;\n"
1011 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1014 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1015 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1016 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1017 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1020 "#ifdef USEREFLECTION\n"
1021 "varying vec4 ModelViewProjectionPosition;\n"
1023 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1024 "uniform vec3 LightPosition;\n"
1025 "varying vec4 ModelViewPosition;\n"
1028 "#ifdef MODE_LIGHTSOURCE\n"
1029 "uniform vec3 LightPosition;\n"
1031 "uniform vec3 EyePosition;\n"
1032 "#ifdef MODE_LIGHTDIRECTION\n"
1033 "uniform vec3 LightDir;\n"
1035 "uniform vec4 FogPlane;\n"
1037 "#ifdef USESHADOWMAPORTHO\n"
1038 "varying vec3 ShadowMapTC;\n"
1045 "// 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"
1047 "// fragment shader specific:\n"
1048 "#ifdef FRAGMENT_SHADER\n"
1050 "uniform sampler2D Texture_Normal;\n"
1051 "uniform sampler2D Texture_Color;\n"
1052 "uniform sampler2D Texture_Gloss;\n"
1054 "uniform sampler2D Texture_Glow;\n"
1056 "#ifdef USEVERTEXTEXTUREBLEND\n"
1057 "uniform sampler2D Texture_SecondaryNormal;\n"
1058 "uniform sampler2D Texture_SecondaryColor;\n"
1059 "uniform sampler2D Texture_SecondaryGloss;\n"
1061 "uniform sampler2D Texture_SecondaryGlow;\n"
1064 "#ifdef USECOLORMAPPING\n"
1065 "uniform sampler2D Texture_Pants;\n"
1066 "uniform sampler2D Texture_Shirt;\n"
1069 "#ifdef USEFOGHEIGHTTEXTURE\n"
1070 "uniform sampler2D Texture_FogHeightTexture;\n"
1072 "uniform sampler2D Texture_FogMask;\n"
1074 "#ifdef USELIGHTMAP\n"
1075 "uniform sampler2D Texture_Lightmap;\n"
1077 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1078 "uniform sampler2D Texture_Deluxemap;\n"
1080 "#ifdef USEREFLECTION\n"
1081 "uniform sampler2D Texture_Reflection;\n"
1084 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1085 "uniform sampler2D Texture_ScreenDepth;\n"
1086 "uniform sampler2D Texture_ScreenNormalMap;\n"
1088 "#ifdef USEDEFERREDLIGHTMAP\n"
1089 "uniform sampler2D Texture_ScreenDiffuse;\n"
1090 "uniform sampler2D Texture_ScreenSpecular;\n"
1093 "uniform myhalf3 Color_Pants;\n"
1094 "uniform myhalf3 Color_Shirt;\n"
1095 "uniform myhalf3 FogColor;\n"
1098 "uniform float FogRangeRecip;\n"
1099 "uniform float FogPlaneViewDist;\n"
1100 "uniform float FogHeightFade;\n"
1101 "vec3 FogVertex(vec3 surfacecolor)\n"
1103 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1104 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1106 "#ifdef USEFOGHEIGHTTEXTURE\n"
1107 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1108 " fogfrac = fogheightpixel.a;\n"
1109 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1111 "# ifdef USEFOGOUTSIDE\n"
1112 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1114 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1116 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1121 "#ifdef USEOFFSETMAPPING\n"
1122 "uniform float OffsetMapping_Scale;\n"
1123 "vec2 OffsetMapping(vec2 TexCoord)\n"
1125 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1126 " // 14 sample relief mapping: linear search and then binary search\n"
1127 " // this basically steps forward a small amount repeatedly until it finds\n"
1128 " // itself inside solid, then jitters forward and back using decreasing\n"
1129 " // amounts to find the impact\n"
1130 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1131 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1132 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1133 " vec3 RT = vec3(TexCoord, 1);\n"
1134 " OffsetVector *= 0.1;\n"
1135 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1136 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1137 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1138 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1139 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1140 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1141 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1142 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1143 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1144 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1145 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1146 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1147 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1148 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1151 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1152 " // this basically moves forward the full distance, and then backs up based\n"
1153 " // on height of samples\n"
1154 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1155 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1156 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1157 " TexCoord += OffsetVector;\n"
1158 " OffsetVector *= 0.333;\n"
1159 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1160 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1161 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1162 " return TexCoord;\n"
1165 "#endif // USEOFFSETMAPPING\n"
1167 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1168 "uniform sampler2D Texture_Attenuation;\n"
1169 "uniform samplerCube Texture_Cube;\n"
1172 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1174 "#ifdef USESHADOWMAP2D\n"
1175 "# ifdef USESHADOWSAMPLER\n"
1176 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1178 "uniform sampler2D Texture_ShadowMap2D;\n"
1182 "#ifdef USESHADOWMAPVSDCT\n"
1183 "uniform samplerCube Texture_CubeProjection;\n"
1186 "#if defined(USESHADOWMAP2D)\n"
1187 "uniform vec2 ShadowMap_TextureScale;\n"
1188 "uniform vec4 ShadowMap_Parameters;\n"
1191 "#if defined(USESHADOWMAP2D)\n"
1192 "# ifdef USESHADOWMAPORTHO\n"
1193 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1195 "# ifdef USESHADOWMAPVSDCT\n"
1196 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1198 " vec3 adir = abs(dir);\n"
1199 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1200 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1201 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1204 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1206 " vec3 adir = abs(dir);\n"
1207 " float ma = adir.z;\n"
1208 " vec4 proj = vec4(dir, 2.5);\n"
1209 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1210 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1211 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1212 " 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"
1216 "#endif // defined(USESHADOWMAP2D)\n"
1218 "# ifdef USESHADOWMAP2D\n"
1219 "float ShadowMapCompare(vec3 dir)\n"
1221 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1224 "# ifdef USESHADOWSAMPLER\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1227 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1228 " 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"
1230 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1233 "# ifdef USESHADOWMAPPCF\n"
1234 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1235 "# ifdef GL_ARB_texture_gather\n"
1236 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1238 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1240 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1241 "# if USESHADOWMAPPCF > 1\n"
1242 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1243 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1244 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1245 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1246 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1247 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1248 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1249 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1250 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1251 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1252 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1253 " locols.yz += group2.ab;\n"
1254 " hicols.yz += group8.rg;\n"
1255 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1256 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1257 " mix(locols, hicols, offset.y);\n"
1258 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1259 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1260 " f = dot(cols, vec4(1.0/25.0));\n"
1262 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1263 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1264 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1265 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1266 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1267 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1268 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1271 "# ifdef GL_EXT_gpu_shader4\n"
1272 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1274 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1276 "# if USESHADOWMAPPCF > 1\n"
1277 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1278 " center *= ShadowMap_TextureScale;\n"
1279 " 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"
1280 " 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"
1281 " 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"
1282 " 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"
1283 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1284 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1286 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1287 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1288 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1289 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1290 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1291 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1295 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1298 "# ifdef USESHADOWMAPORTHO\n"
1299 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1305 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1306 "#endif // FRAGMENT_SHADER\n"
1311 "#ifdef MODE_DEFERREDGEOMETRY\n"
1312 "#ifdef VERTEX_SHADER\n"
1313 "uniform mat4 TexMatrix;\n"
1314 "#ifdef USEVERTEXTEXTUREBLEND\n"
1315 "uniform mat4 BackgroundTexMatrix;\n"
1317 "uniform mat4 ModelViewMatrix;\n"
1320 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1321 "#ifdef USEVERTEXTEXTUREBLEND\n"
1322 " gl_FrontColor = gl_Color;\n"
1323 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1326 " // transform unnormalized eye direction into tangent space\n"
1327 "#ifdef USEOFFSETMAPPING\n"
1328 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1329 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1330 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1331 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1334 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1335 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1336 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1337 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1339 "#endif // VERTEX_SHADER\n"
1341 "#ifdef FRAGMENT_SHADER\n"
1344 "#ifdef USEOFFSETMAPPING\n"
1345 " // apply offsetmapping\n"
1346 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1347 "#define TexCoord TexCoordOffset\n"
1350 "#ifdef USEALPHAKILL\n"
1351 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1355 "#ifdef USEVERTEXTEXTUREBLEND\n"
1356 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1357 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1358 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1359 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1362 "#ifdef USEVERTEXTEXTUREBLEND\n"
1363 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1364 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1366 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1367 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1370 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1372 "#endif // FRAGMENT_SHADER\n"
1373 "#else // !MODE_DEFERREDGEOMETRY\n"
1378 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1379 "#ifdef VERTEX_SHADER\n"
1380 "uniform mat4 ModelViewMatrix;\n"
1383 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1384 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1386 "#endif // VERTEX_SHADER\n"
1388 "#ifdef FRAGMENT_SHADER\n"
1389 "uniform mat4 ViewToLight;\n"
1390 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1391 "uniform vec2 ScreenToDepth;\n"
1392 "uniform myhalf3 DeferredColor_Ambient;\n"
1393 "uniform myhalf3 DeferredColor_Diffuse;\n"
1394 "#ifdef USESPECULAR\n"
1395 "uniform myhalf3 DeferredColor_Specular;\n"
1396 "uniform myhalf SpecularPower;\n"
1398 "uniform myhalf2 PixelToScreenTexCoord;\n"
1401 " // calculate viewspace pixel position\n"
1402 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1404 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1405 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1406 " // decode viewspace pixel normal\n"
1407 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1408 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1409 " // surfacenormal = pixel normal in viewspace\n"
1410 " // LightVector = pixel to light in viewspace\n"
1411 " // CubeVector = position in lightspace\n"
1412 " // eyevector = pixel to view in viewspace\n"
1413 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1414 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1415 "#ifdef USEDIFFUSE\n"
1416 " // calculate diffuse shading\n"
1417 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1418 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1420 "#ifdef USESPECULAR\n"
1421 " // calculate directional shading\n"
1422 " vec3 eyevector = position * -1.0;\n"
1423 "# ifdef USEEXACTSPECULARMATH\n"
1424 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1426 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1427 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1431 "#if defined(USESHADOWMAP2D)\n"
1432 " fade *= ShadowMapCompare(CubeVector);\n"
1435 "#ifdef USEDIFFUSE\n"
1436 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1438 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1440 "#ifdef USESPECULAR\n"
1441 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1443 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1446 "# ifdef USECUBEFILTER\n"
1447 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1448 " gl_FragData[0].rgb *= cubecolor;\n"
1449 " gl_FragData[1].rgb *= cubecolor;\n"
1452 "#endif // FRAGMENT_SHADER\n"
1453 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1458 "#ifdef VERTEX_SHADER\n"
1459 "uniform mat4 TexMatrix;\n"
1460 "#ifdef USEVERTEXTEXTUREBLEND\n"
1461 "uniform mat4 BackgroundTexMatrix;\n"
1463 "#ifdef MODE_LIGHTSOURCE\n"
1464 "uniform mat4 ModelToLight;\n"
1466 "#ifdef USESHADOWMAPORTHO\n"
1467 "uniform mat4 ShadowMapMatrix;\n"
1471 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1472 " gl_FrontColor = gl_Color;\n"
1474 " // copy the surface texcoord\n"
1475 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1476 "#ifdef USEVERTEXTEXTUREBLEND\n"
1477 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1479 "#ifdef USELIGHTMAP\n"
1480 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1483 "#ifdef MODE_LIGHTSOURCE\n"
1484 " // transform vertex position into light attenuation/cubemap space\n"
1485 " // (-1 to +1 across the light box)\n"
1486 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1488 "# ifdef USEDIFFUSE\n"
1489 " // transform unnormalized light direction into tangent space\n"
1490 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1491 " // normalize it per pixel)\n"
1492 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1493 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1494 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1495 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1499 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1500 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1501 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1502 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1505 " // transform unnormalized eye direction into tangent space\n"
1506 "#ifdef USEEYEVECTOR\n"
1507 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1514 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1515 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1518 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1519 " VectorS = gl_MultiTexCoord1.xyz;\n"
1520 " VectorT = gl_MultiTexCoord2.xyz;\n"
1521 " VectorR = gl_MultiTexCoord3.xyz;\n"
1524 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1525 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1527 "#ifdef USESHADOWMAPORTHO\n"
1528 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1531 "#ifdef USEREFLECTION\n"
1532 " ModelViewProjectionPosition = gl_Position;\n"
1535 "#endif // VERTEX_SHADER\n"
1540 "#ifdef FRAGMENT_SHADER\n"
1541 "#ifdef USEDEFERREDLIGHTMAP\n"
1542 "uniform myhalf2 PixelToScreenTexCoord;\n"
1543 "uniform myhalf3 DeferredMod_Diffuse;\n"
1544 "uniform myhalf3 DeferredMod_Specular;\n"
1546 "uniform myhalf3 Color_Ambient;\n"
1547 "uniform myhalf3 Color_Diffuse;\n"
1548 "uniform myhalf3 Color_Specular;\n"
1549 "uniform myhalf SpecularPower;\n"
1551 "uniform myhalf3 Color_Glow;\n"
1553 "uniform myhalf Alpha;\n"
1554 "#ifdef USEREFLECTION\n"
1555 "uniform vec4 DistortScaleRefractReflect;\n"
1556 "uniform vec4 ScreenScaleRefractReflect;\n"
1557 "uniform vec4 ScreenCenterRefractReflect;\n"
1558 "uniform myhalf4 ReflectColor;\n"
1560 "#ifdef USEREFLECTCUBE\n"
1561 "uniform mat4 ModelToReflectCube;\n"
1562 "uniform sampler2D Texture_ReflectMask;\n"
1563 "uniform samplerCube Texture_ReflectCube;\n"
1565 "#ifdef MODE_LIGHTDIRECTION\n"
1566 "uniform myhalf3 LightColor;\n"
1568 "#ifdef MODE_LIGHTSOURCE\n"
1569 "uniform myhalf3 LightColor;\n"
1573 "#ifdef USEOFFSETMAPPING\n"
1574 " // apply offsetmapping\n"
1575 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1576 "#define TexCoord TexCoordOffset\n"
1579 " // combine the diffuse textures (base, pants, shirt)\n"
1580 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1581 "#ifdef USEALPHAKILL\n"
1582 " if (color.a < 0.5)\n"
1585 " color.a *= Alpha;\n"
1586 "#ifdef USECOLORMAPPING\n"
1587 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1589 "#ifdef USEVERTEXTEXTUREBLEND\n"
1590 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1591 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1592 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1593 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1595 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1598 " // get the surface normal\n"
1599 "#ifdef USEVERTEXTEXTUREBLEND\n"
1600 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1602 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1605 " // get the material colors\n"
1606 " myhalf3 diffusetex = color.rgb;\n"
1607 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1608 "# ifdef USEVERTEXTEXTUREBLEND\n"
1609 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1611 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1615 "#ifdef USEREFLECTCUBE\n"
1616 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1617 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1618 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1619 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1625 "#ifdef MODE_LIGHTSOURCE\n"
1626 " // light source\n"
1627 "#ifdef USEDIFFUSE\n"
1628 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1629 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1630 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1631 "#ifdef USESPECULAR\n"
1632 "#ifdef USEEXACTSPECULARMATH\n"
1633 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1636 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1641 " color.rgb = diffusetex * Color_Ambient;\n"
1643 " color.rgb *= LightColor;\n"
1644 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1645 "#if defined(USESHADOWMAP2D)\n"
1646 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1648 "# ifdef USECUBEFILTER\n"
1649 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1651 "#endif // MODE_LIGHTSOURCE\n"
1656 "#ifdef MODE_LIGHTDIRECTION\n"
1658 "#ifdef USEDIFFUSE\n"
1659 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1661 "#define lightcolor LightColor\n"
1662 "#endif // MODE_LIGHTDIRECTION\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1665 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1666 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1668 " // convert modelspace light vector to tangentspace\n"
1669 " myhalf3 lightnormal;\n"
1670 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1671 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1672 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1673 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1674 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1675 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1676 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1677 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1678 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1679 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1680 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1681 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1682 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1683 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1684 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1686 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1687 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1688 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1694 "#ifdef MODE_FAKELIGHT\n"
1696 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1697 "myhalf3 lightcolor = myhalf3(1.0);\n"
1698 "#endif // MODE_FAKELIGHT\n"
1703 "#ifdef MODE_LIGHTMAP\n"
1704 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1705 "#endif // MODE_LIGHTMAP\n"
1706 "#ifdef MODE_VERTEXCOLOR\n"
1707 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1708 "#endif // MODE_VERTEXCOLOR\n"
1709 "#ifdef MODE_FLATCOLOR\n"
1710 " color.rgb = diffusetex * Color_Ambient;\n"
1711 "#endif // MODE_FLATCOLOR\n"
1717 "# ifdef USEDIFFUSE\n"
1718 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1719 "# ifdef USESPECULAR\n"
1720 "# ifdef USEEXACTSPECULARMATH\n"
1721 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1723 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1724 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1726 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1728 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1731 " color.rgb = diffusetex * Color_Ambient;\n"
1735 "#ifdef USESHADOWMAPORTHO\n"
1736 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1739 "#ifdef USEDEFERREDLIGHTMAP\n"
1740 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1741 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1742 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1746 "#ifdef USEVERTEXTEXTUREBLEND\n"
1747 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1749 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1754 " color.rgb = FogVertex(color.rgb);\n"
1757 " // 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"
1758 "#ifdef USEREFLECTION\n"
1759 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1760 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1763 " // FIXME temporary hack to detect the case that the reflection\n"
1764 " // gets blackened at edges due to leaving the area that contains actual\n"
1766 " // Remove this 'ack once we have a better way to stop this thing from\n"
1768 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1769 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1770 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1771 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1773 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1776 " gl_FragColor = vec4(color);\n"
1778 "#endif // FRAGMENT_SHADER\n"
1780 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1781 "#endif // !MODE_DEFERREDGEOMETRY\n"
1782 "#endif // !MODE_WATER\n"
1783 "#endif // !MODE_REFRACTION\n"
1784 "#endif // !MODE_BLOOMBLUR\n"
1785 "#endif // !MODE_GENERIC\n"
1786 "#endif // !MODE_POSTPROCESS\n"
1787 "#endif // !MODE_SHOWDEPTH\n"
1788 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1792 =========================================================================================================================================================
1796 =========================================================================================================================================================
1800 =========================================================================================================================================================
1804 =========================================================================================================================================================
1808 =========================================================================================================================================================
1812 =========================================================================================================================================================
1816 =========================================================================================================================================================
1819 const char *builtincgshaderstring =
1820 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1821 "// written by Forest 'LordHavoc' Hale\n"
1822 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1824 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1825 "#if defined(USEREFLECTION)\n"
1826 "#undef USESHADOWMAPORTHO\n"
1829 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1832 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1833 "#define USELIGHTMAP\n"
1835 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1836 "#define USEEYEVECTOR\n"
1839 "#ifdef FRAGMENT_SHADER\n"
1841 "//#undef USESHADOWMAPPCF\n"
1842 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1843 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1845 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1849 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1850 "#ifdef VERTEX_SHADER\n"
1853 "float4 gl_Vertex : POSITION,\n"
1854 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1855 "out float4 gl_Position : POSITION,\n"
1856 "out float Depth : TEXCOORD0\n"
1859 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1860 " Depth = gl_Position.z;\n"
1864 "#ifdef FRAGMENT_SHADER\n"
1867 "float Depth : TEXCOORD0,\n"
1868 "out float4 gl_FragColor : COLOR\n"
1871 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1872 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1873 " temp.yz -= floor(temp.yz);\n"
1874 " gl_FragColor = temp;\n"
1875 "// gl_FragColor = float4(Depth,0,0,0);\n"
1878 "#else // !MODE_DEPTH_ORSHADOW\n"
1883 "#ifdef MODE_SHOWDEPTH\n"
1884 "#ifdef VERTEX_SHADER\n"
1887 "float4 gl_Vertex : POSITION,\n"
1888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1889 "out float4 gl_Position : POSITION,\n"
1890 "out float4 gl_FrontColor : COLOR0\n"
1893 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1894 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1901 "float4 gl_FrontColor : COLOR0,\n"
1902 "out float4 gl_FragColor : COLOR\n"
1905 " gl_FragColor = gl_FrontColor;\n"
1908 "#else // !MODE_SHOWDEPTH\n"
1913 "#ifdef MODE_POSTPROCESS\n"
1915 "#ifdef VERTEX_SHADER\n"
1918 "float4 gl_Vertex : POSITION,\n"
1919 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1920 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1921 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1922 "out float4 gl_Position : POSITION,\n"
1923 "out float2 TexCoord1 : TEXCOORD0,\n"
1924 "out float2 TexCoord2 : TEXCOORD1\n"
1927 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1928 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1930 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1935 "#ifdef FRAGMENT_SHADER\n"
1938 "float2 TexCoord1 : TEXCOORD0,\n"
1939 "float2 TexCoord2 : TEXCOORD1,\n"
1940 "uniform sampler Texture_First : register(s0),\n"
1942 "uniform sampler Texture_Second : register(s1),\n"
1944 "#ifdef USEGAMMARAMPS\n"
1945 "uniform sampler Texture_GammaRamps : register(s2),\n"
1947 "#ifdef USESATURATION\n"
1948 "uniform float Saturation : register(c30),\n"
1950 "#ifdef USEVIEWTINT\n"
1951 "uniform float4 ViewTintColor : register(c41),\n"
1953 "uniform float4 UserVec1 : register(c37),\n"
1954 "uniform float4 UserVec2 : register(c38),\n"
1955 "uniform float4 UserVec3 : register(c39),\n"
1956 "uniform float4 UserVec4 : register(c40),\n"
1957 "uniform float ClientTime : register(c2),\n"
1958 "uniform float2 PixelSize : register(c25),\n"
1959 "uniform float4 BloomColorSubtract : register(c43),\n"
1960 "out float4 gl_FragColor : COLOR\n"
1963 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1965 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1967 "#ifdef USEVIEWTINT\n"
1968 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1971 "#ifdef USEPOSTPROCESSING\n"
1972 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1973 "// 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"
1974 " float sobel = 1.0;\n"
1975 " // float2 ts = textureSize(Texture_First, 0);\n"
1976 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1977 " float2 px = PixelSize;\n"
1978 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1979 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1980 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1981 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1982 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1983 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1984 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1985 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1986 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1987 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1988 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1989 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1990 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1991 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1992 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1993 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1994 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1995 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1996 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1997 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1998 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1999 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2000 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2001 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2002 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2003 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2004 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2005 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2006 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2007 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2008 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2009 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2012 "#ifdef USESATURATION\n"
2013 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2014 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2015 " // 'vampire sight' effect, wheres red is compensated\n"
2016 " #ifdef SATURATION_REDCOMPENSATE\n"
2017 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2018 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2019 " gl_FragColor.r += r;\n"
2021 " // normal desaturation\n"
2022 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2023 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2027 "#ifdef USEGAMMARAMPS\n"
2028 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2029 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2030 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2034 "#else // !MODE_POSTPROCESS\n"
2039 "#ifdef MODE_GENERIC\n"
2040 "#ifdef VERTEX_SHADER\n"
2043 "float4 gl_Vertex : POSITION,\n"
2044 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2045 "float4 gl_Color : COLOR0,\n"
2046 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2047 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2048 "out float4 gl_Position : POSITION,\n"
2049 "#ifdef USEDIFFUSE\n"
2050 "out float2 TexCoord1 : TEXCOORD0,\n"
2052 "#ifdef USESPECULAR\n"
2053 "out float2 TexCoord2 : TEXCOORD1,\n"
2055 "out float4 gl_FrontColor : COLOR\n"
2059 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2061 " gl_FrontColor = gl_Color; // Cg is forward\n"
2063 "#ifdef USEDIFFUSE\n"
2064 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2066 "#ifdef USESPECULAR\n"
2067 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2069 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2073 "#ifdef FRAGMENT_SHADER\n"
2077 "float4 gl_FrontColor : COLOR0,\n"
2078 "float2 TexCoord1 : TEXCOORD0,\n"
2079 "float2 TexCoord2 : TEXCOORD1,\n"
2080 "#ifdef USEDIFFUSE\n"
2081 "uniform sampler Texture_First : register(s0),\n"
2083 "#ifdef USESPECULAR\n"
2084 "uniform sampler Texture_Second : register(s1),\n"
2086 "out float4 gl_FragColor : COLOR\n"
2089 " gl_FragColor = gl_FrontColor;\n"
2090 "#ifdef USEDIFFUSE\n"
2091 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2094 "#ifdef USESPECULAR\n"
2095 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2096 "# ifdef USECOLORMAPPING\n"
2097 " gl_FragColor *= tex2;\n"
2100 " gl_FragColor += tex2;\n"
2102 "# ifdef USEVERTEXTEXTUREBLEND\n"
2103 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2108 "#else // !MODE_GENERIC\n"
2113 "#ifdef MODE_BLOOMBLUR\n"
2114 "#ifdef VERTEX_SHADER\n"
2117 "float4 gl_Vertex : POSITION,\n"
2118 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2119 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2120 "out float4 gl_Position : POSITION,\n"
2121 "out float2 TexCoord : TEXCOORD0\n"
2124 " TexCoord = gl_MultiTexCoord0.xy;\n"
2125 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2129 "#ifdef FRAGMENT_SHADER\n"
2133 "float2 TexCoord : TEXCOORD0,\n"
2134 "uniform sampler Texture_First : register(s0),\n"
2135 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2136 "out float4 gl_FragColor : COLOR\n"
2140 " float2 tc = TexCoord;\n"
2141 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2142 " tc += BloomBlur_Parameters.xy;\n"
2143 " for (i = 1;i < SAMPLES;i++)\n"
2145 " color += tex2D(Texture_First, tc).rgb;\n"
2146 " tc += BloomBlur_Parameters.xy;\n"
2148 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2151 "#else // !MODE_BLOOMBLUR\n"
2152 "#ifdef MODE_REFRACTION\n"
2153 "#ifdef VERTEX_SHADER\n"
2156 "float4 gl_Vertex : POSITION,\n"
2157 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2158 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2159 "uniform float4x4 TexMatrix : register(c0),\n"
2160 "uniform float3 EyePosition : register(c24),\n"
2161 "out float4 gl_Position : POSITION,\n"
2162 "out float2 TexCoord : TEXCOORD0,\n"
2163 "out float3 EyeVector : TEXCOORD1,\n"
2164 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2167 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2168 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2169 " ModelViewProjectionPosition = gl_Position;\n"
2173 "#ifdef FRAGMENT_SHADER\n"
2176 "float2 TexCoord : TEXCOORD0,\n"
2177 "float3 EyeVector : TEXCOORD1,\n"
2178 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2179 "uniform sampler Texture_Normal : register(s0),\n"
2180 "uniform sampler Texture_Refraction : register(s3),\n"
2181 "uniform sampler Texture_Reflection : register(s7),\n"
2182 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2183 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2184 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2185 "uniform float4 RefractColor : register(c29),\n"
2186 "out float4 gl_FragColor : COLOR\n"
2189 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2190 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2191 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2192 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2193 " // FIXME temporary hack to detect the case that the reflection\n"
2194 " // gets blackened at edges due to leaving the area that contains actual\n"
2196 " // Remove this 'ack once we have a better way to stop this thing from\n"
2198 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2199 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2200 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2201 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2202 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2203 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2206 "#else // !MODE_REFRACTION\n"
2211 "#ifdef MODE_WATER\n"
2212 "#ifdef VERTEX_SHADER\n"
2216 "float4 gl_Vertex : POSITION,\n"
2217 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2218 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2219 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2220 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2221 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2222 "uniform float4x4 TexMatrix : register(c0),\n"
2223 "uniform float3 EyePosition : register(c24),\n"
2224 "out float4 gl_Position : POSITION,\n"
2225 "out float2 TexCoord : TEXCOORD0,\n"
2226 "out float3 EyeVector : TEXCOORD1,\n"
2227 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2230 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2231 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2232 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2233 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2234 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2235 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2236 " ModelViewProjectionPosition = gl_Position;\n"
2240 "#ifdef FRAGMENT_SHADER\n"
2243 "float2 TexCoord : TEXCOORD0,\n"
2244 "float3 EyeVector : TEXCOORD1,\n"
2245 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2246 "uniform sampler Texture_Normal : register(s0),\n"
2247 "uniform sampler Texture_Refraction : register(s3),\n"
2248 "uniform sampler Texture_Reflection : register(s7),\n"
2249 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2250 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2251 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2252 "uniform float4 RefractColor : register(c29),\n"
2253 "uniform float4 ReflectColor : register(c26),\n"
2254 "uniform float ReflectFactor : register(c27),\n"
2255 "uniform float ReflectOffset : register(c28),\n"
2256 "out float4 gl_FragColor : COLOR\n"
2259 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2260 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2261 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2262 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2263 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2264 " // FIXME temporary hack to detect the case that the reflection\n"
2265 " // gets blackened at edges due to leaving the area that contains actual\n"
2267 " // Remove this 'ack once we have a better way to stop this thing from\n"
2269 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2270 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2271 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2272 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2273 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2274 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2275 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2276 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2277 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2278 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2279 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2280 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2283 "#else // !MODE_WATER\n"
2288 "// 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"
2290 "// fragment shader specific:\n"
2291 "#ifdef FRAGMENT_SHADER\n"
2294 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2297 "#ifdef USEFOGHEIGHTTEXTURE\n"
2298 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2299 " fogfrac = fogheightpixel.a;\n"
2300 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2302 "# ifdef USEFOGOUTSIDE\n"
2303 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2305 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2307 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2312 "#ifdef USEOFFSETMAPPING\n"
2313 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2315 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2316 " // 14 sample relief mapping: linear search and then binary search\n"
2317 " // this basically steps forward a small amount repeatedly until it finds\n"
2318 " // itself inside solid, then jitters forward and back using decreasing\n"
2319 " // amounts to find the impact\n"
2320 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2321 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2322 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2323 " float3 RT = float3(TexCoord, 1);\n"
2324 " OffsetVector *= 0.1;\n"
2325 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2326 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2327 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2328 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2329 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2330 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2331 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2332 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2333 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2334 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2335 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2336 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2337 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2338 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2341 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2342 " // this basically moves forward the full distance, and then backs up based\n"
2343 " // on height of samples\n"
2344 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2345 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2346 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2347 " TexCoord += OffsetVector;\n"
2348 " OffsetVector *= 0.333;\n"
2349 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2350 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2351 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2352 " return TexCoord;\n"
2355 "#endif // USEOFFSETMAPPING\n"
2357 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2358 "#if defined(USESHADOWMAP2D)\n"
2359 "# ifdef USESHADOWMAPORTHO\n"
2360 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2362 "# ifdef USESHADOWMAPVSDCT\n"
2363 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 " float3 adir = abs(dir);\n"
2366 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2367 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2368 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2371 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2373 " float3 adir = abs(dir);\n"
2374 " float ma = adir.z;\n"
2375 " float4 proj = float4(dir, 2.5);\n"
2376 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2377 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2379 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2381 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2382 " 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"
2387 "#endif // defined(USESHADOWMAP2D)\n"
2389 "# ifdef USESHADOWMAP2D\n"
2390 "#ifdef USESHADOWMAPVSDCT\n"
2391 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2393 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2396 "#ifdef USESHADOWMAPVSDCT\n"
2397 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2399 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2403 "# ifdef USESHADOWSAMPLER\n"
2404 "# ifdef USESHADOWMAPPCF\n"
2405 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2406 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2407 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2409 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2412 "# ifdef USESHADOWMAPPCF\n"
2413 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2414 "# ifdef GL_ARB_texture_gather\n"
2415 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2417 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2419 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2420 "# if USESHADOWMAPPCF > 1\n"
2421 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2422 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2423 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2424 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2425 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2426 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2427 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2428 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2429 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2430 " float4 locols = float4(group1.ab, group3.ab);\n"
2431 " float4 hicols = float4(group7.rg, group9.rg);\n"
2432 " locols.yz += group2.ab;\n"
2433 " hicols.yz += group8.rg;\n"
2434 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2435 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2436 " lerp(locols, hicols, offset.y);\n"
2437 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2438 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2439 " f = dot(cols, float4(1.0/25.0));\n"
2441 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2442 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2443 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2444 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2445 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2446 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2447 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2450 "# ifdef GL_EXT_gpu_shader4\n"
2451 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2453 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2455 "# if USESHADOWMAPPCF > 1\n"
2456 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2457 " center *= ShadowMap_TextureScale;\n"
2458 " 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"
2459 " 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"
2460 " 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"
2461 " 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"
2462 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2463 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2465 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2466 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2467 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2468 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2469 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2470 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2474 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2477 "# ifdef USESHADOWMAPORTHO\n"
2478 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2484 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2485 "#endif // FRAGMENT_SHADER\n"
2490 "#ifdef MODE_DEFERREDGEOMETRY\n"
2491 "#ifdef VERTEX_SHADER\n"
2494 "float4 gl_Vertex : POSITION,\n"
2495 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 "float4 gl_Color : COLOR0,\n"
2499 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2500 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2501 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2502 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2503 "uniform float4x4 TexMatrix : register(c0),\n"
2504 "#ifdef USEVERTEXTEXTUREBLEND\n"
2505 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2507 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2508 "#ifdef USEOFFSETMAPPING\n"
2509 "uniform float3 EyePosition : register(c24),\n"
2511 "out float4 gl_Position : POSITION,\n"
2512 "#ifdef USEVERTEXTEXTUREBLEND\n"
2513 "out float4 gl_FrontColor : COLOR,\n"
2515 "out float4 TexCoordBoth : TEXCOORD0,\n"
2516 "#ifdef USEOFFSETMAPPING\n"
2517 "out float3 EyeVector : TEXCOORD2,\n"
2519 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2520 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2521 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2524 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2527 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2529 " gl_FrontColor = gl_Color; // Cg is forward\n"
2531 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2534 " // transform unnormalized eye direction into tangent space\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2537 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2538 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2539 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2542 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2543 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2544 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2545 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2546 " VectorR.w = gl_Position.z;\n"
2548 "#endif // VERTEX_SHADER\n"
2550 "#ifdef FRAGMENT_SHADER\n"
2553 "float4 TexCoordBoth : TEXCOORD0,\n"
2554 "float3 EyeVector : TEXCOORD2,\n"
2555 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2556 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2557 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2558 "uniform sampler Texture_Normal : register(s0),\n"
2559 "#ifdef USEALPHAKILL\n"
2560 "uniform sampler Texture_Color : register(s1),\n"
2562 "uniform sampler Texture_Gloss : register(s2),\n"
2563 "#ifdef USEVERTEXTEXTUREBLEND\n"
2564 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2565 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2567 "#ifdef USEOFFSETMAPPING\n"
2568 "uniform float OffsetMapping_Scale : register(c24),\n"
2570 "uniform half SpecularPower : register(c36),\n"
2572 "out float4 gl_FragData0 : COLOR0,\n"
2573 "out float4 gl_FragData1 : COLOR1\n"
2575 "out float4 gl_FragColor : COLOR\n"
2579 " float2 TexCoord = TexCoordBoth.xy;\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 " // apply offsetmapping\n"
2582 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2583 "#define TexCoord TexCoordOffset\n"
2586 "#ifdef USEALPHAKILL\n"
2587 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2591 "#ifdef USEVERTEXTEXTUREBLEND\n"
2592 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2593 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2594 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2595 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2600 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2602 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2603 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2607 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2608 " float Depth = VectorR.w / 256.0;\n"
2609 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2610 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2611 " depthcolor.yz -= floor(depthcolor.yz);\n"
2612 " gl_FragData1 = depthcolor;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2629 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2643 "float2 Pixel : VPOS,\n"
2645 "float2 Pixel : WPOS,\n"
2647 "float4 ModelViewPosition : TEXCOORD0,\n"
2648 "uniform float4x4 ViewToLight : register(c44),\n"
2649 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2650 "uniform float3 LightPosition : register(c23),\n"
2651 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2652 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2653 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2654 "#ifdef USESPECULAR\n"
2655 "uniform half3 DeferredColor_Specular : register(c11),\n"
2656 "uniform half SpecularPower : register(c36),\n"
2658 "uniform sampler Texture_Attenuation : register(s9),\n"
2659 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2660 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2662 "#ifdef USECUBEFILTER\n"
2663 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2666 "#ifdef USESHADOWMAP2D\n"
2667 "# ifdef USESHADOWSAMPLER\n"
2668 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2670 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2674 "#ifdef USESHADOWMAPVSDCT\n"
2675 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2678 "#if defined(USESHADOWMAP2D)\n"
2679 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2680 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2683 "out float4 gl_FragData0 : COLOR0,\n"
2684 "out float4 gl_FragData1 : COLOR1\n"
2687 " // calculate viewspace pixel position\n"
2688 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2689 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2690 " float3 position;\n"
2692 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2694 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2696 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2697 " // decode viewspace pixel normal\n"
2698 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2699 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2700 " // surfacenormal = pixel normal in viewspace\n"
2701 " // LightVector = pixel to light in viewspace\n"
2702 " // CubeVector = position in lightspace\n"
2703 " // eyevector = pixel to view in viewspace\n"
2704 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2705 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2706 "#ifdef USEDIFFUSE\n"
2707 " // calculate diffuse shading\n"
2708 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2709 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2711 "#ifdef USESPECULAR\n"
2712 " // calculate directional shading\n"
2713 " float3 eyevector = position * -1.0;\n"
2714 "# ifdef USEEXACTSPECULARMATH\n"
2715 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2717 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2718 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2722 "#if defined(USESHADOWMAP2D)\n"
2723 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2724 "#ifdef USESHADOWMAPVSDCT\n"
2725 ", Texture_CubeProjection\n"
2730 "#ifdef USEDIFFUSE\n"
2731 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2733 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2735 "#ifdef USESPECULAR\n"
2736 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2738 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2741 "# ifdef USECUBEFILTER\n"
2742 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2743 " gl_FragData0.rgb *= cubecolor;\n"
2744 " gl_FragData1.rgb *= cubecolor;\n"
2747 "#endif // FRAGMENT_SHADER\n"
2748 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2753 "#ifdef VERTEX_SHADER\n"
2756 "float4 gl_Vertex : POSITION,\n"
2757 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2758 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2759 "float4 gl_Color : COLOR0,\n"
2761 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2762 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2763 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2764 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2765 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2767 "uniform float3 EyePosition : register(c24),\n"
2768 "uniform float4x4 TexMatrix : register(c0),\n"
2769 "#ifdef USEVERTEXTEXTUREBLEND\n"
2770 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2772 "#ifdef MODE_LIGHTSOURCE\n"
2773 "uniform float4x4 ModelToLight : register(c20),\n"
2775 "#ifdef MODE_LIGHTSOURCE\n"
2776 "uniform float3 LightPosition : register(c27),\n"
2778 "#ifdef MODE_LIGHTDIRECTION\n"
2779 "uniform float3 LightDir : register(c26),\n"
2781 "uniform float4 FogPlane : register(c25),\n"
2782 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2783 "uniform float3 LightPosition : register(c27),\n"
2785 "#ifdef USESHADOWMAPORTHO\n"
2786 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2788 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2789 "out float4 gl_FrontColor : COLOR,\n"
2791 "out float4 TexCoordBoth : TEXCOORD0,\n"
2792 "#ifdef USELIGHTMAP\n"
2793 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2795 "#ifdef USEEYEVECTOR\n"
2796 "out float3 EyeVector : TEXCOORD2,\n"
2798 "#ifdef USEREFLECTION\n"
2799 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2802 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2804 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2805 "out float3 LightVector : TEXCOORD1,\n"
2807 "#ifdef MODE_LIGHTSOURCE\n"
2808 "out float3 CubeVector : TEXCOORD3,\n"
2810 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2811 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2812 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2813 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2815 "#ifdef USESHADOWMAPORTHO\n"
2816 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2818 "out float4 gl_Position : POSITION\n"
2821 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2823 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2825 " gl_FrontColor = gl_Color; // Cg is forward\n"
2828 " // copy the surface texcoord\n"
2829 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2830 "#ifdef USEVERTEXTEXTUREBLEND\n"
2831 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2833 "#ifdef USELIGHTMAP\n"
2834 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2837 "#ifdef MODE_LIGHTSOURCE\n"
2838 " // transform vertex position into light attenuation/cubemap space\n"
2839 " // (-1 to +1 across the light box)\n"
2840 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2842 "# ifdef USEDIFFUSE\n"
2843 " // transform unnormalized light direction into tangent space\n"
2844 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2845 " // normalize it per pixel)\n"
2846 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2847 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2848 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2849 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2853 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2854 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2855 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2856 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2859 " // transform unnormalized eye direction into tangent space\n"
2860 "#ifdef USEEYEVECTOR\n"
2861 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2862 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2863 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2864 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2868 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2869 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2872 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2873 " VectorS = gl_MultiTexCoord1.xyz;\n"
2874 " VectorT = gl_MultiTexCoord2.xyz;\n"
2875 " VectorR = gl_MultiTexCoord3.xyz;\n"
2878 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2879 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2881 "#ifdef USESHADOWMAPORTHO\n"
2882 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2885 "#ifdef USEREFLECTION\n"
2886 " ModelViewProjectionPosition = gl_Position;\n"
2889 "#endif // VERTEX_SHADER\n"
2894 "#ifdef FRAGMENT_SHADER\n"
2897 "#ifdef USEDEFERREDLIGHTMAP\n"
2899 "float2 Pixel : VPOS,\n"
2901 "float2 Pixel : WPOS,\n"
2904 "float4 gl_FrontColor : COLOR,\n"
2905 "float4 TexCoordBoth : TEXCOORD0,\n"
2906 "#ifdef USELIGHTMAP\n"
2907 "float2 TexCoordLightmap : TEXCOORD1,\n"
2909 "#ifdef USEEYEVECTOR\n"
2910 "float3 EyeVector : TEXCOORD2,\n"
2912 "#ifdef USEREFLECTION\n"
2913 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2916 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2918 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2919 "float3 LightVector : TEXCOORD1,\n"
2921 "#ifdef MODE_LIGHTSOURCE\n"
2922 "float3 CubeVector : TEXCOORD3,\n"
2924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2925 "float4 ModelViewPosition : TEXCOORD0,\n"
2927 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2928 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2929 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2930 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2932 "#ifdef USESHADOWMAPORTHO\n"
2933 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2936 "uniform sampler Texture_Normal : register(s0),\n"
2937 "uniform sampler Texture_Color : register(s1),\n"
2938 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2939 "uniform sampler Texture_Gloss : register(s2),\n"
2942 "uniform sampler Texture_Glow : register(s3),\n"
2944 "#ifdef USEVERTEXTEXTUREBLEND\n"
2945 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2946 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2951 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform sampler Texture_Pants : register(s4),\n"
2956 "uniform sampler Texture_Shirt : register(s7),\n"
2959 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2960 "uniform sampler Texture_FogMask : register(s8),\n"
2962 "#ifdef USELIGHTMAP\n"
2963 "uniform sampler Texture_Lightmap : register(s9),\n"
2965 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2966 "uniform sampler Texture_Deluxemap : register(s10),\n"
2968 "#ifdef USEREFLECTION\n"
2969 "uniform sampler Texture_Reflection : register(s7),\n"
2972 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2973 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2974 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2976 "#ifdef USEDEFERREDLIGHTMAP\n"
2977 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2978 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2979 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2980 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2983 "#ifdef USECOLORMAPPING\n"
2984 "uniform half3 Color_Pants : register(c7),\n"
2985 "uniform half3 Color_Shirt : register(c8),\n"
2988 "uniform float3 FogColor : register(c16),\n"
2989 "uniform float FogRangeRecip : register(c20),\n"
2990 "uniform float FogPlaneViewDist : register(c19),\n"
2991 "uniform float FogHeightFade : register(c17),\n"
2994 "#ifdef USEOFFSETMAPPING\n"
2995 "uniform float OffsetMapping_Scale : register(c24),\n"
2998 "#ifdef USEDEFERREDLIGHTMAP\n"
2999 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3000 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3001 "uniform half3 DeferredMod_Specular : register(c13),\n"
3003 "uniform half3 Color_Ambient : register(c3),\n"
3004 "uniform half3 Color_Diffuse : register(c4),\n"
3005 "uniform half3 Color_Specular : register(c5),\n"
3006 "uniform half SpecularPower : register(c36),\n"
3008 "uniform half3 Color_Glow : register(c6),\n"
3010 "uniform half Alpha : register(c0),\n"
3011 "#ifdef USEREFLECTION\n"
3012 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3013 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3014 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3015 "uniform half4 ReflectColor : register(c26),\n"
3017 "#ifdef USEREFLECTCUBE\n"
3018 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3019 "uniform sampler Texture_ReflectMask : register(s5),\n"
3020 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3022 "#ifdef MODE_LIGHTDIRECTION\n"
3023 "uniform half3 LightColor : register(c21),\n"
3025 "#ifdef MODE_LIGHTSOURCE\n"
3026 "uniform half3 LightColor : register(c21),\n"
3029 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3030 "uniform sampler Texture_Attenuation : register(s9),\n"
3031 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3036 "#ifdef USESHADOWMAP2D\n"
3037 "# ifdef USESHADOWSAMPLER\n"
3038 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3040 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3044 "#ifdef USESHADOWMAPVSDCT\n"
3045 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3048 "#if defined(USESHADOWMAP2D)\n"
3049 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3050 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3052 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3054 "out float4 gl_FragColor : COLOR\n"
3057 " float2 TexCoord = TexCoordBoth.xy;\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3061 "#ifdef USEOFFSETMAPPING\n"
3062 " // apply offsetmapping\n"
3063 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3064 "#define TexCoord TexCoordOffset\n"
3067 " // combine the diffuse textures (base, pants, shirt)\n"
3068 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3069 "#ifdef USEALPHAKILL\n"
3070 " if (color.a < 0.5)\n"
3073 " color.a *= Alpha;\n"
3074 "#ifdef USECOLORMAPPING\n"
3075 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3077 "#ifdef USEVERTEXTEXTUREBLEND\n"
3078 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3079 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3080 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3081 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3083 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3086 " // get the surface normal\n"
3087 "#ifdef USEVERTEXTEXTUREBLEND\n"
3088 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3090 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3093 " // get the material colors\n"
3094 " half3 diffusetex = color.rgb;\n"
3095 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3096 "# ifdef USEVERTEXTEXTUREBLEND\n"
3097 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3099 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3103 "#ifdef USEREFLECTCUBE\n"
3104 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3105 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3106 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3107 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3113 "#ifdef MODE_LIGHTSOURCE\n"
3114 " // light source\n"
3115 "#ifdef USEDIFFUSE\n"
3116 " half3 lightnormal = half3(normalize(LightVector));\n"
3117 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3118 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3119 "#ifdef USESPECULAR\n"
3120 "#ifdef USEEXACTSPECULARMATH\n"
3121 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3123 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3124 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3126 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3129 " color.rgb = diffusetex * Color_Ambient;\n"
3131 " color.rgb *= LightColor;\n"
3132 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3133 "#if defined(USESHADOWMAP2D)\n"
3134 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3135 "#ifdef USESHADOWMAPVSDCT\n"
3136 ", Texture_CubeProjection\n"
3141 "# ifdef USECUBEFILTER\n"
3142 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3145 "#ifdef USESHADOWMAP2D\n"
3146 "#ifdef USESHADOWMAPVSDCT\n"
3147 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3149 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3151 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3152 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3153 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3154 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3155 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3156 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3157 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3158 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3159 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3160 "// color.r = half(shadowmaptc.z);\n"
3161 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3162 "// color.r = half(shadowmaptc.z);\n"
3164 "// color.rgb = abs(CubeVector);\n"
3166 "// color.rgb = half3(1,1,1);\n"
3167 "#endif // MODE_LIGHTSOURCE\n"
3172 "#ifdef MODE_LIGHTDIRECTION\n"
3174 "#ifdef USEDIFFUSE\n"
3175 " half3 lightnormal = half3(normalize(LightVector));\n"
3177 "#define lightcolor LightColor\n"
3178 "#endif // MODE_LIGHTDIRECTION\n"
3179 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3181 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3182 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3183 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3184 " // convert modelspace light vector to tangentspace\n"
3185 " half3 lightnormal;\n"
3186 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3187 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3188 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3189 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3190 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3191 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3192 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3193 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3194 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3195 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3196 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3197 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3198 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3199 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3200 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3202 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3203 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3204 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3210 "#ifdef MODE_FAKELIGHT\n"
3212 "half3 lightnormal = half3(normalize(EyeVector));\n"
3213 "half3 lightcolor = half3(1.0);\n"
3214 "#endif // MODE_FAKELIGHT\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 " color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3233 "# ifdef USEDIFFUSE\n"
3234 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "# ifdef USESPECULAR\n"
3236 "# ifdef USEEXACTSPECULARMATH\n"
3237 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3239 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3240 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3242 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3255 "#ifdef USEDEFERREDLIGHTMAP\n"
3256 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3257 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3258 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3259 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3260 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3264 "#ifdef USEVERTEXTEXTUREBLEND\n"
3265 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3267 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3272 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3275 " // 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"
3276 "#ifdef USEREFLECTION\n"
3277 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3278 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3279 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3280 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3281 " // FIXME temporary hack to detect the case that the reflection\n"
3282 " // gets blackened at edges due to leaving the area that contains actual\n"
3284 " // Remove this 'ack once we have a better way to stop this thing from\n"
3286 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3287 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3289 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3290 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3291 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3294 " gl_FragColor = float4(color);\n"
3296 "#endif // FRAGMENT_SHADER\n"
3298 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3299 "#endif // !MODE_DEFERREDGEOMETRY\n"
3300 "#endif // !MODE_WATER\n"
3301 "#endif // !MODE_REFRACTION\n"
3302 "#endif // !MODE_BLOOMBLUR\n"
3303 "#endif // !MODE_GENERIC\n"
3304 "#endif // !MODE_POSTPROCESS\n"
3305 "#endif // !MODE_SHOWDEPTH\n"
3306 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3309 char *glslshaderstring = NULL;
3310 char *cgshaderstring = NULL;
3311 char *hlslshaderstring = NULL;
3313 //=======================================================================================================================================================
3315 typedef struct shaderpermutationinfo_s
3317 const char *pretext;
3320 shaderpermutationinfo_t;
3322 typedef struct shadermodeinfo_s
3324 const char *vertexfilename;
3325 const char *geometryfilename;
3326 const char *fragmentfilename;
3327 const char *pretext;
3332 typedef enum shaderpermutation_e
3334 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3335 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3336 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3337 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3338 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3339 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3340 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3341 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3342 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3343 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3344 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3345 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3346 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3347 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3348 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3349 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3350 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3351 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3352 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3353 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3354 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3355 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3356 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3357 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3358 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3359 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3360 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3361 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3362 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3364 shaderpermutation_t;
3366 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3367 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3369 {"#define USEDIFFUSE\n", " diffuse"},
3370 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3371 {"#define USEVIEWTINT\n", " viewtint"},
3372 {"#define USECOLORMAPPING\n", " colormapping"},
3373 {"#define USESATURATION\n", " saturation"},
3374 {"#define USEFOGINSIDE\n", " foginside"},
3375 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3376 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3377 {"#define USEGAMMARAMPS\n", " gammaramps"},
3378 {"#define USECUBEFILTER\n", " cubefilter"},
3379 {"#define USEGLOW\n", " glow"},
3380 {"#define USEBLOOM\n", " bloom"},
3381 {"#define USESPECULAR\n", " specular"},
3382 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3383 {"#define USEREFLECTION\n", " reflection"},
3384 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3385 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3386 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3387 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3388 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3389 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3390 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3391 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3392 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3393 {"#define USEALPHAKILL\n", " alphakill"},
3394 {"#define USEREFLECTCUBE\n", " reflectcube"},
3395 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3398 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3399 typedef enum shadermode_e
3401 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3402 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3403 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3404 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3405 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3406 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3407 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3408 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3409 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3410 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3411 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3412 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3413 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3414 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3415 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3416 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3421 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3422 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3424 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3425 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3426 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3427 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3428 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3429 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3443 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3445 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3446 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3447 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3448 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3449 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3465 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3467 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3468 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3469 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3470 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3471 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3472 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3473 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3474 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3475 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3476 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3477 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3478 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3479 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3485 struct r_glsl_permutation_s;
3486 typedef struct r_glsl_permutation_s
3488 /// hash lookup data
3489 struct r_glsl_permutation_s *hashnext;
3491 unsigned int permutation;
3493 /// indicates if we have tried compiling this permutation already
3495 /// 0 if compilation failed
3497 /// locations of detected uniforms in program object, or -1 if not found
3498 int loc_Texture_First;
3499 int loc_Texture_Second;
3500 int loc_Texture_GammaRamps;
3501 int loc_Texture_Normal;
3502 int loc_Texture_Color;
3503 int loc_Texture_Gloss;
3504 int loc_Texture_Glow;
3505 int loc_Texture_SecondaryNormal;
3506 int loc_Texture_SecondaryColor;
3507 int loc_Texture_SecondaryGloss;
3508 int loc_Texture_SecondaryGlow;
3509 int loc_Texture_Pants;
3510 int loc_Texture_Shirt;
3511 int loc_Texture_FogHeightTexture;
3512 int loc_Texture_FogMask;
3513 int loc_Texture_Lightmap;
3514 int loc_Texture_Deluxemap;
3515 int loc_Texture_Attenuation;
3516 int loc_Texture_Cube;
3517 int loc_Texture_Refraction;
3518 int loc_Texture_Reflection;
3519 int loc_Texture_ShadowMap2D;
3520 int loc_Texture_CubeProjection;
3521 int loc_Texture_ScreenDepth;
3522 int loc_Texture_ScreenNormalMap;
3523 int loc_Texture_ScreenDiffuse;
3524 int loc_Texture_ScreenSpecular;
3525 int loc_Texture_ReflectMask;
3526 int loc_Texture_ReflectCube;
3528 int loc_BloomBlur_Parameters;
3530 int loc_Color_Ambient;
3531 int loc_Color_Diffuse;
3532 int loc_Color_Specular;
3534 int loc_Color_Pants;
3535 int loc_Color_Shirt;
3536 int loc_DeferredColor_Ambient;
3537 int loc_DeferredColor_Diffuse;
3538 int loc_DeferredColor_Specular;
3539 int loc_DeferredMod_Diffuse;
3540 int loc_DeferredMod_Specular;
3541 int loc_DistortScaleRefractReflect;
3542 int loc_EyePosition;
3544 int loc_FogHeightFade;
3546 int loc_FogPlaneViewDist;
3547 int loc_FogRangeRecip;
3550 int loc_LightPosition;
3551 int loc_OffsetMapping_Scale;
3553 int loc_ReflectColor;
3554 int loc_ReflectFactor;
3555 int loc_ReflectOffset;
3556 int loc_RefractColor;
3558 int loc_ScreenCenterRefractReflect;
3559 int loc_ScreenScaleRefractReflect;
3560 int loc_ScreenToDepth;
3561 int loc_ShadowMap_Parameters;
3562 int loc_ShadowMap_TextureScale;
3563 int loc_SpecularPower;
3568 int loc_ViewTintColor;
3569 int loc_ViewToLight;
3570 int loc_ModelToLight;
3572 int loc_BackgroundTexMatrix;
3573 int loc_ModelViewProjectionMatrix;
3574 int loc_ModelViewMatrix;
3575 int loc_PixelToScreenTexCoord;
3576 int loc_ModelToReflectCube;
3577 int loc_ShadowMapMatrix;
3578 int loc_BloomColorSubtract;
3579 int loc_NormalmapScrollBlend;
3581 r_glsl_permutation_t;
3583 #define SHADERPERMUTATION_HASHSIZE 256
3586 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3587 // these can NOT degrade! only use for simple stuff
3590 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3591 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3593 #define SHADERSTATICPARMS_COUNT 2
3595 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3596 static int shaderstaticparms_count = 0;
3598 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3599 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3600 qboolean R_CompileShader_CheckStaticParms(void)
3602 static int r_compileshader_staticparms_save[1];
3603 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3604 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3607 if (r_glsl_saturation_redcompensate.integer)
3608 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3609 if(r_shadow_glossexact.integer)
3610 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3612 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms));
3615 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3616 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3617 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3619 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3620 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3622 shaderstaticparms_count = 0;
3625 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3626 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3630 /// information about each possible shader permutation
3631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3632 /// currently selected permutation
3633 r_glsl_permutation_t *r_glsl_permutation;
3634 /// storage for permutations linked in the hash table
3635 memexpandablearray_t r_glsl_permutationarray;
3637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3639 //unsigned int hashdepth = 0;
3640 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3641 r_glsl_permutation_t *p;
3642 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3644 if (p->mode == mode && p->permutation == permutation)
3646 //if (hashdepth > 10)
3647 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3652 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3654 p->permutation = permutation;
3655 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3656 r_glsl_permutationhash[mode][hashindex] = p;
3657 //if (hashdepth > 10)
3658 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3665 if (!filename || !filename[0])
3667 if (!strcmp(filename, "glsl/default.glsl"))
3669 if (!glslshaderstring)
3671 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3672 if (glslshaderstring)
3673 Con_DPrintf("Loading shaders from file %s...\n", filename);
3675 glslshaderstring = (char *)builtinshaderstring;
3677 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3678 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3679 return shaderstring;
3681 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3684 if (printfromdisknotice)
3685 Con_DPrintf("from disk %s... ", filename);
3686 return shaderstring;
3688 return shaderstring;
3691 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3694 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3695 char *vertexstring, *geometrystring, *fragmentstring;
3696 char permutationname[256];
3697 int vertstrings_count = 0;
3698 int geomstrings_count = 0;
3699 int fragstrings_count = 0;
3700 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3701 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3702 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3709 permutationname[0] = 0;
3710 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3711 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3712 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3714 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3716 // the first pretext is which type of shader to compile as
3717 // (later these will all be bound together as a program object)
3718 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3719 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3720 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3722 // the second pretext is the mode (for example a light source)
3723 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3724 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3725 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3726 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3728 // now add all the permutation pretexts
3729 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3731 if (permutation & (1<<i))
3733 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3734 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3735 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3736 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3740 // keep line numbers correct
3741 vertstrings_list[vertstrings_count++] = "\n";
3742 geomstrings_list[geomstrings_count++] = "\n";
3743 fragstrings_list[fragstrings_count++] = "\n";
3748 R_CompileShader_AddStaticParms(mode, permutation);
3749 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3750 vertstrings_count += shaderstaticparms_count;
3751 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3752 geomstrings_count += shaderstaticparms_count;
3753 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3754 fragstrings_count += shaderstaticparms_count;
3756 // now append the shader text itself
3757 vertstrings_list[vertstrings_count++] = vertexstring;
3758 geomstrings_list[geomstrings_count++] = geometrystring;
3759 fragstrings_list[fragstrings_count++] = fragmentstring;
3761 // if any sources were NULL, clear the respective list
3763 vertstrings_count = 0;
3764 if (!geometrystring)
3765 geomstrings_count = 0;
3766 if (!fragmentstring)
3767 fragstrings_count = 0;
3769 // compile the shader program
3770 if (vertstrings_count + geomstrings_count + fragstrings_count)
3771 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3775 qglUseProgramObjectARB(p->program);CHECKGLERROR
3776 // look up all the uniform variable names we care about, so we don't
3777 // have to look them up every time we set them
3779 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3780 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3781 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3782 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3783 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3784 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3785 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3786 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3787 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3788 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3789 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3790 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3791 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3792 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3793 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3794 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3795 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3796 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3797 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3798 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3799 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3800 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3801 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3802 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3803 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3804 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3805 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3806 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3807 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3808 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3809 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3810 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3811 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3812 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3813 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3814 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3815 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3816 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3817 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3818 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3819 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3820 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3821 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3822 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3823 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3824 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3825 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3826 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3827 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3828 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3829 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3830 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3831 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3832 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3833 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3834 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3835 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3836 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3837 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3838 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3839 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3840 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3841 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3842 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3843 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3844 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3845 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3846 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3847 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3848 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3849 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3850 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3851 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3852 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3853 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3854 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3855 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3856 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3857 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3858 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3859 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3860 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3861 // initialize the samplers to refer to the texture units we use
3862 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3863 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3864 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3865 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3866 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3867 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3868 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3869 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3870 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3871 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3872 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3873 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3874 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3875 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3876 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3877 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3878 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3879 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3880 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3881 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3882 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3883 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3884 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3885 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3886 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3887 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3888 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3889 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3890 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3892 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3895 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3899 Mem_Free(vertexstring);
3901 Mem_Free(geometrystring);
3903 Mem_Free(fragmentstring);
3906 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3908 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3909 if (r_glsl_permutation != perm)
3911 r_glsl_permutation = perm;
3912 if (!r_glsl_permutation->program)
3914 if (!r_glsl_permutation->compiled)
3915 R_GLSL_CompilePermutation(perm, mode, permutation);
3916 if (!r_glsl_permutation->program)
3918 // remove features until we find a valid permutation
3920 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3922 // reduce i more quickly whenever it would not remove any bits
3923 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3924 if (!(permutation & j))
3927 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3928 if (!r_glsl_permutation->compiled)
3929 R_GLSL_CompilePermutation(perm, mode, permutation);
3930 if (r_glsl_permutation->program)
3933 if (i >= SHADERPERMUTATION_COUNT)
3935 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3936 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3937 qglUseProgramObjectARB(0);CHECKGLERROR
3938 return; // no bit left to clear, entire mode is broken
3943 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3945 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3946 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3947 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3951 #include <Cg/cgGL.h>
3952 struct r_cg_permutation_s;
3953 typedef struct r_cg_permutation_s
3955 /// hash lookup data
3956 struct r_cg_permutation_s *hashnext;
3958 unsigned int permutation;
3960 /// indicates if we have tried compiling this permutation already
3962 /// 0 if compilation failed
3965 /// locations of detected parameters in programs, or NULL if not found
3966 CGparameter vp_EyePosition;
3967 CGparameter vp_FogPlane;
3968 CGparameter vp_LightDir;
3969 CGparameter vp_LightPosition;
3970 CGparameter vp_ModelToLight;
3971 CGparameter vp_TexMatrix;
3972 CGparameter vp_BackgroundTexMatrix;
3973 CGparameter vp_ModelViewProjectionMatrix;
3974 CGparameter vp_ModelViewMatrix;
3975 CGparameter vp_ShadowMapMatrix;
3977 CGparameter fp_Texture_First;
3978 CGparameter fp_Texture_Second;
3979 CGparameter fp_Texture_GammaRamps;
3980 CGparameter fp_Texture_Normal;
3981 CGparameter fp_Texture_Color;
3982 CGparameter fp_Texture_Gloss;
3983 CGparameter fp_Texture_Glow;
3984 CGparameter fp_Texture_SecondaryNormal;
3985 CGparameter fp_Texture_SecondaryColor;
3986 CGparameter fp_Texture_SecondaryGloss;
3987 CGparameter fp_Texture_SecondaryGlow;
3988 CGparameter fp_Texture_Pants;
3989 CGparameter fp_Texture_Shirt;
3990 CGparameter fp_Texture_FogHeightTexture;
3991 CGparameter fp_Texture_FogMask;
3992 CGparameter fp_Texture_Lightmap;
3993 CGparameter fp_Texture_Deluxemap;
3994 CGparameter fp_Texture_Attenuation;
3995 CGparameter fp_Texture_Cube;
3996 CGparameter fp_Texture_Refraction;
3997 CGparameter fp_Texture_Reflection;
3998 CGparameter fp_Texture_ShadowMap2D;
3999 CGparameter fp_Texture_CubeProjection;
4000 CGparameter fp_Texture_ScreenDepth;
4001 CGparameter fp_Texture_ScreenNormalMap;
4002 CGparameter fp_Texture_ScreenDiffuse;
4003 CGparameter fp_Texture_ScreenSpecular;
4004 CGparameter fp_Texture_ReflectMask;
4005 CGparameter fp_Texture_ReflectCube;
4006 CGparameter fp_Alpha;
4007 CGparameter fp_BloomBlur_Parameters;
4008 CGparameter fp_ClientTime;
4009 CGparameter fp_Color_Ambient;
4010 CGparameter fp_Color_Diffuse;
4011 CGparameter fp_Color_Specular;
4012 CGparameter fp_Color_Glow;
4013 CGparameter fp_Color_Pants;
4014 CGparameter fp_Color_Shirt;
4015 CGparameter fp_DeferredColor_Ambient;
4016 CGparameter fp_DeferredColor_Diffuse;
4017 CGparameter fp_DeferredColor_Specular;
4018 CGparameter fp_DeferredMod_Diffuse;
4019 CGparameter fp_DeferredMod_Specular;
4020 CGparameter fp_DistortScaleRefractReflect;
4021 CGparameter fp_EyePosition;
4022 CGparameter fp_FogColor;
4023 CGparameter fp_FogHeightFade;
4024 CGparameter fp_FogPlane;
4025 CGparameter fp_FogPlaneViewDist;
4026 CGparameter fp_FogRangeRecip;
4027 CGparameter fp_LightColor;
4028 CGparameter fp_LightDir;
4029 CGparameter fp_LightPosition;
4030 CGparameter fp_OffsetMapping_Scale;
4031 CGparameter fp_PixelSize;
4032 CGparameter fp_ReflectColor;
4033 CGparameter fp_ReflectFactor;
4034 CGparameter fp_ReflectOffset;
4035 CGparameter fp_RefractColor;
4036 CGparameter fp_Saturation;
4037 CGparameter fp_ScreenCenterRefractReflect;
4038 CGparameter fp_ScreenScaleRefractReflect;
4039 CGparameter fp_ScreenToDepth;
4040 CGparameter fp_ShadowMap_Parameters;
4041 CGparameter fp_ShadowMap_TextureScale;
4042 CGparameter fp_SpecularPower;
4043 CGparameter fp_UserVec1;
4044 CGparameter fp_UserVec2;
4045 CGparameter fp_UserVec3;
4046 CGparameter fp_UserVec4;
4047 CGparameter fp_ViewTintColor;
4048 CGparameter fp_ViewToLight;
4049 CGparameter fp_PixelToScreenTexCoord;
4050 CGparameter fp_ModelToReflectCube;
4051 CGparameter fp_BloomColorSubtract;
4052 CGparameter fp_NormalmapScrollBlend;
4056 /// information about each possible shader permutation
4057 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4058 /// currently selected permutation
4059 r_cg_permutation_t *r_cg_permutation;
4060 /// storage for permutations linked in the hash table
4061 memexpandablearray_t r_cg_permutationarray;
4063 #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));}}
4065 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4067 //unsigned int hashdepth = 0;
4068 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4069 r_cg_permutation_t *p;
4070 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4072 if (p->mode == mode && p->permutation == permutation)
4074 //if (hashdepth > 10)
4075 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4080 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4082 p->permutation = permutation;
4083 p->hashnext = r_cg_permutationhash[mode][hashindex];
4084 r_cg_permutationhash[mode][hashindex] = p;
4085 //if (hashdepth > 10)
4086 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4090 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4093 if (!filename || !filename[0])
4095 if (!strcmp(filename, "cg/default.cg"))
4097 if (!cgshaderstring)
4099 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4101 Con_DPrintf("Loading shaders from file %s...\n", filename);
4103 cgshaderstring = (char *)builtincgshaderstring;
4105 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4106 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4107 return shaderstring;
4109 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4112 if (printfromdisknotice)
4113 Con_DPrintf("from disk %s... ", filename);
4114 return shaderstring;
4116 return shaderstring;
4119 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4121 // TODO: load or create .fp and .vp shader files
4124 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4127 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4128 int vertstring_length = 0;
4129 int geomstring_length = 0;
4130 int fragstring_length = 0;
4132 char *vertexstring, *geometrystring, *fragmentstring;
4133 char *vertstring, *geomstring, *fragstring;
4134 char permutationname[256];
4135 char cachename[256];
4136 CGprofile vertexProfile;
4137 CGprofile fragmentProfile;
4138 int vertstrings_count = 0;
4139 int geomstrings_count = 0;
4140 int fragstrings_count = 0;
4141 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4142 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4143 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4151 permutationname[0] = 0;
4153 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4154 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4155 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4157 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4158 strlcat(cachename, "cg/", sizeof(cachename));
4160 // the first pretext is which type of shader to compile as
4161 // (later these will all be bound together as a program object)
4162 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4163 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4164 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4166 // the second pretext is the mode (for example a light source)
4167 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4168 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4169 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4170 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4171 strlcat(cachename, modeinfo->name, sizeof(cachename));
4173 // now add all the permutation pretexts
4174 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4176 if (permutation & (1<<i))
4178 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4179 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4180 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4181 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4182 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4186 // keep line numbers correct
4187 vertstrings_list[vertstrings_count++] = "\n";
4188 geomstrings_list[geomstrings_count++] = "\n";
4189 fragstrings_list[fragstrings_count++] = "\n";
4194 R_CompileShader_AddStaticParms(mode, permutation);
4195 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4196 vertstrings_count += shaderstaticparms_count;
4197 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4198 geomstrings_count += shaderstaticparms_count;
4199 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4200 fragstrings_count += shaderstaticparms_count;
4202 // replace spaces in the cachename with _ characters
4203 for (i = 0;cachename[i];i++)
4204 if (cachename[i] == ' ')
4207 // now append the shader text itself
4208 vertstrings_list[vertstrings_count++] = vertexstring;
4209 geomstrings_list[geomstrings_count++] = geometrystring;
4210 fragstrings_list[fragstrings_count++] = fragmentstring;
4212 // if any sources were NULL, clear the respective list
4214 vertstrings_count = 0;
4215 if (!geometrystring)
4216 geomstrings_count = 0;
4217 if (!fragmentstring)
4218 fragstrings_count = 0;
4220 vertstring_length = 0;
4221 for (i = 0;i < vertstrings_count;i++)
4222 vertstring_length += strlen(vertstrings_list[i]);
4223 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4224 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4225 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4227 geomstring_length = 0;
4228 for (i = 0;i < geomstrings_count;i++)
4229 geomstring_length += strlen(geomstrings_list[i]);
4230 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4231 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4232 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4234 fragstring_length = 0;
4235 for (i = 0;i < fragstrings_count;i++)
4236 fragstring_length += strlen(fragstrings_list[i]);
4237 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4238 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4239 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4243 //vertexProfile = CG_PROFILE_ARBVP1;
4244 //fragmentProfile = CG_PROFILE_ARBFP1;
4245 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4246 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4247 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4248 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4249 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4252 // try to load the cached shader, or generate one
4253 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4255 // if caching failed, do a dynamic compile for now
4257 if (vertstring[0] && !p->vprogram)
4258 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4260 if (fragstring[0] && !p->fprogram)
4261 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4264 // look up all the uniform variable names we care about, so we don't
4265 // have to look them up every time we set them
4269 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4270 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4271 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4272 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4273 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4274 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4275 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4276 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4277 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4278 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4279 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4280 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4286 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4287 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4288 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4289 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4290 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4291 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4292 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4293 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4294 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4295 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4296 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4297 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4298 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4299 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4300 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4301 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4302 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4303 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4304 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4305 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4306 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4307 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4308 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4309 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4310 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4311 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4312 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4313 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4314 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4315 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4316 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4317 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4318 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4319 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4320 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4321 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4322 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4323 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4324 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4325 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4326 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4327 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4328 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4329 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4330 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4331 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4332 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4333 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4334 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4335 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4336 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4337 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4338 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4339 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4340 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4341 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4342 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4343 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4344 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4345 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4346 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4347 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4348 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4349 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4350 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4351 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4352 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4353 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4354 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4355 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4356 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4357 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4358 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4359 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4360 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4361 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4362 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4363 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4367 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4368 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4370 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4374 Mem_Free(vertstring);
4376 Mem_Free(geomstring);
4378 Mem_Free(fragstring);
4380 Mem_Free(vertexstring);
4382 Mem_Free(geometrystring);
4384 Mem_Free(fragmentstring);
4387 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4389 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4392 if (r_cg_permutation != perm)
4394 r_cg_permutation = perm;
4395 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4397 if (!r_cg_permutation->compiled)
4398 R_CG_CompilePermutation(perm, mode, permutation);
4399 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4401 // remove features until we find a valid permutation
4403 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4405 // reduce i more quickly whenever it would not remove any bits
4406 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4407 if (!(permutation & j))
4410 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4411 if (!r_cg_permutation->compiled)
4412 R_CG_CompilePermutation(perm, mode, permutation);
4413 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4416 if (i >= SHADERPERMUTATION_COUNT)
4418 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4419 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4420 return; // no bit left to clear, entire mode is broken
4426 if (r_cg_permutation->vprogram)
4428 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4429 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4430 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4434 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4435 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4437 if (r_cg_permutation->fprogram)
4439 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4440 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4441 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4445 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4446 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4450 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4451 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4452 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4455 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4457 cgGLSetTextureParameter(param, R_GetTexture(tex));
4458 cgGLEnableTextureParameter(param);
4466 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4467 extern D3DCAPS9 vid_d3d9caps;
4470 struct r_hlsl_permutation_s;
4471 typedef struct r_hlsl_permutation_s
4473 /// hash lookup data
4474 struct r_hlsl_permutation_s *hashnext;
4476 unsigned int permutation;
4478 /// indicates if we have tried compiling this permutation already
4480 /// NULL if compilation failed
4481 IDirect3DVertexShader9 *vertexshader;
4482 IDirect3DPixelShader9 *pixelshader;
4484 r_hlsl_permutation_t;
4486 typedef enum D3DVSREGISTER_e
4488 D3DVSREGISTER_TexMatrix = 0, // float4x4
4489 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4490 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4491 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4492 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4493 D3DVSREGISTER_ModelToLight = 20, // float4x4
4494 D3DVSREGISTER_EyePosition = 24,
4495 D3DVSREGISTER_FogPlane = 25,
4496 D3DVSREGISTER_LightDir = 26,
4497 D3DVSREGISTER_LightPosition = 27,
4501 typedef enum D3DPSREGISTER_e
4503 D3DPSREGISTER_Alpha = 0,
4504 D3DPSREGISTER_BloomBlur_Parameters = 1,
4505 D3DPSREGISTER_ClientTime = 2,
4506 D3DPSREGISTER_Color_Ambient = 3,
4507 D3DPSREGISTER_Color_Diffuse = 4,
4508 D3DPSREGISTER_Color_Specular = 5,
4509 D3DPSREGISTER_Color_Glow = 6,
4510 D3DPSREGISTER_Color_Pants = 7,
4511 D3DPSREGISTER_Color_Shirt = 8,
4512 D3DPSREGISTER_DeferredColor_Ambient = 9,
4513 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4514 D3DPSREGISTER_DeferredColor_Specular = 11,
4515 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4516 D3DPSREGISTER_DeferredMod_Specular = 13,
4517 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4518 D3DPSREGISTER_EyePosition = 15, // unused
4519 D3DPSREGISTER_FogColor = 16,
4520 D3DPSREGISTER_FogHeightFade = 17,
4521 D3DPSREGISTER_FogPlane = 18,
4522 D3DPSREGISTER_FogPlaneViewDist = 19,
4523 D3DPSREGISTER_FogRangeRecip = 20,
4524 D3DPSREGISTER_LightColor = 21,
4525 D3DPSREGISTER_LightDir = 22, // unused
4526 D3DPSREGISTER_LightPosition = 23,
4527 D3DPSREGISTER_OffsetMapping_Scale = 24,
4528 D3DPSREGISTER_PixelSize = 25,
4529 D3DPSREGISTER_ReflectColor = 26,
4530 D3DPSREGISTER_ReflectFactor = 27,
4531 D3DPSREGISTER_ReflectOffset = 28,
4532 D3DPSREGISTER_RefractColor = 29,
4533 D3DPSREGISTER_Saturation = 30,
4534 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4535 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4536 D3DPSREGISTER_ScreenToDepth = 33,
4537 D3DPSREGISTER_ShadowMap_Parameters = 34,
4538 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4539 D3DPSREGISTER_SpecularPower = 36,
4540 D3DPSREGISTER_UserVec1 = 37,
4541 D3DPSREGISTER_UserVec2 = 38,
4542 D3DPSREGISTER_UserVec3 = 39,
4543 D3DPSREGISTER_UserVec4 = 40,
4544 D3DPSREGISTER_ViewTintColor = 41,
4545 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4546 D3DPSREGISTER_BloomColorSubtract = 43,
4547 D3DPSREGISTER_ViewToLight = 44, // float4x4
4548 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4549 D3DPSREGISTER_NormalmapScrollBlend = 52,
4554 /// information about each possible shader permutation
4555 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4556 /// currently selected permutation
4557 r_hlsl_permutation_t *r_hlsl_permutation;
4558 /// storage for permutations linked in the hash table
4559 memexpandablearray_t r_hlsl_permutationarray;
4561 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4563 //unsigned int hashdepth = 0;
4564 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4565 r_hlsl_permutation_t *p;
4566 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4568 if (p->mode == mode && p->permutation == permutation)
4570 //if (hashdepth > 10)
4571 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4576 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4578 p->permutation = permutation;
4579 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4580 r_hlsl_permutationhash[mode][hashindex] = p;
4581 //if (hashdepth > 10)
4582 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4586 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4589 if (!filename || !filename[0])
4591 if (!strcmp(filename, "hlsl/default.hlsl"))
4593 if (!hlslshaderstring)
4595 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4596 if (hlslshaderstring)
4597 Con_DPrintf("Loading shaders from file %s...\n", filename);
4599 hlslshaderstring = (char *)builtincgshaderstring;
4601 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4602 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4603 return shaderstring;
4605 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4608 if (printfromdisknotice)
4609 Con_DPrintf("from disk %s... ", filename);
4610 return shaderstring;
4612 return shaderstring;
4616 //#include <d3dx9shader.h>
4617 //#include <d3dx9mesh.h>
4619 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4621 DWORD *vsbin = NULL;
4622 DWORD *psbin = NULL;
4623 fs_offset_t vsbinsize;
4624 fs_offset_t psbinsize;
4625 // IDirect3DVertexShader9 *vs = NULL;
4626 // IDirect3DPixelShader9 *ps = NULL;
4627 ID3DXBuffer *vslog = NULL;
4628 ID3DXBuffer *vsbuffer = NULL;
4629 ID3DXConstantTable *vsconstanttable = NULL;
4630 ID3DXBuffer *pslog = NULL;
4631 ID3DXBuffer *psbuffer = NULL;
4632 ID3DXConstantTable *psconstanttable = NULL;
4635 char temp[MAX_INPUTLINE];
4636 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4637 qboolean debugshader = gl_paranoid.integer != 0;
4638 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4639 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4642 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4643 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4645 if ((!vsbin && vertstring) || (!psbin && fragstring))
4647 const char* dllnames_d3dx9 [] =
4671 dllhandle_t d3dx9_dll = NULL;
4672 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4673 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4674 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4675 dllfunction_t d3dx9_dllfuncs[] =
4677 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4678 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4679 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4682 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4684 DWORD shaderflags = 0;
4686 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4687 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4688 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4689 if (vertstring && vertstring[0])
4693 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4694 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4695 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4696 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4699 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4702 vsbinsize = vsbuffer->GetBufferSize();
4703 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4704 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4705 vsbuffer->Release();
4709 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4710 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4714 if (fragstring && fragstring[0])
4718 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4719 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4720 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4721 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4724 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4727 psbinsize = psbuffer->GetBufferSize();
4728 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4729 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4730 psbuffer->Release();
4734 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4735 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4739 Sys_UnloadLibrary(&d3dx9_dll);
4742 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4746 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4747 if (FAILED(vsresult))
4748 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4749 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4750 if (FAILED(psresult))
4751 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4753 // free the shader data
4754 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4755 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4758 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4761 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4762 int vertstring_length = 0;
4763 int geomstring_length = 0;
4764 int fragstring_length = 0;
4766 char *vertexstring, *geometrystring, *fragmentstring;
4767 char *vertstring, *geomstring, *fragstring;
4768 char permutationname[256];
4769 char cachename[256];
4770 int vertstrings_count = 0;
4771 int geomstrings_count = 0;
4772 int fragstrings_count = 0;
4773 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4774 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4775 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4780 p->vertexshader = NULL;
4781 p->pixelshader = NULL;
4783 permutationname[0] = 0;
4785 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4786 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4787 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4789 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4790 strlcat(cachename, "hlsl/", sizeof(cachename));
4792 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4793 vertstrings_count = 0;
4794 geomstrings_count = 0;
4795 fragstrings_count = 0;
4796 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4797 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4798 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4800 // the first pretext is which type of shader to compile as
4801 // (later these will all be bound together as a program object)
4802 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4803 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4804 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4806 // the second pretext is the mode (for example a light source)
4807 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4808 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4809 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4810 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4811 strlcat(cachename, modeinfo->name, sizeof(cachename));
4813 // now add all the permutation pretexts
4814 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4816 if (permutation & (1<<i))
4818 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4819 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4820 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4821 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4822 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4826 // keep line numbers correct
4827 vertstrings_list[vertstrings_count++] = "\n";
4828 geomstrings_list[geomstrings_count++] = "\n";
4829 fragstrings_list[fragstrings_count++] = "\n";
4834 R_CompileShader_AddStaticParms(mode, permutation);
4835 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4836 vertstrings_count += shaderstaticparms_count;
4837 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4838 geomstrings_count += shaderstaticparms_count;
4839 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4840 fragstrings_count += shaderstaticparms_count;
4842 // replace spaces in the cachename with _ characters
4843 for (i = 0;cachename[i];i++)
4844 if (cachename[i] == ' ')
4847 // now append the shader text itself
4848 vertstrings_list[vertstrings_count++] = vertexstring;
4849 geomstrings_list[geomstrings_count++] = geometrystring;
4850 fragstrings_list[fragstrings_count++] = fragmentstring;
4852 // if any sources were NULL, clear the respective list
4854 vertstrings_count = 0;
4855 if (!geometrystring)
4856 geomstrings_count = 0;
4857 if (!fragmentstring)
4858 fragstrings_count = 0;
4860 vertstring_length = 0;
4861 for (i = 0;i < vertstrings_count;i++)
4862 vertstring_length += strlen(vertstrings_list[i]);
4863 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4864 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4865 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4867 geomstring_length = 0;
4868 for (i = 0;i < geomstrings_count;i++)
4869 geomstring_length += strlen(geomstrings_list[i]);
4870 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4871 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4872 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4874 fragstring_length = 0;
4875 for (i = 0;i < fragstrings_count;i++)
4876 fragstring_length += strlen(fragstrings_list[i]);
4877 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4878 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4879 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4881 // try to load the cached shader, or generate one
4882 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4884 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4885 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4887 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4891 Mem_Free(vertstring);
4893 Mem_Free(geomstring);
4895 Mem_Free(fragstring);
4897 Mem_Free(vertexstring);
4899 Mem_Free(geometrystring);
4901 Mem_Free(fragmentstring);
4904 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4905 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4906 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4907 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4908 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4909 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4911 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4912 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4913 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4914 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4915 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4916 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4918 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4920 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4921 if (r_hlsl_permutation != perm)
4923 r_hlsl_permutation = perm;
4924 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4926 if (!r_hlsl_permutation->compiled)
4927 R_HLSL_CompilePermutation(perm, mode, permutation);
4928 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4930 // remove features until we find a valid permutation
4932 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4934 // reduce i more quickly whenever it would not remove any bits
4935 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4936 if (!(permutation & j))
4939 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4940 if (!r_hlsl_permutation->compiled)
4941 R_HLSL_CompilePermutation(perm, mode, permutation);
4942 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4945 if (i >= SHADERPERMUTATION_COUNT)
4947 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4948 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4949 return; // no bit left to clear, entire mode is broken
4953 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4954 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4956 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4957 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4958 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4962 void R_GLSL_Restart_f(void)
4964 unsigned int i, limit;
4965 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4966 Mem_Free(glslshaderstring);
4967 glslshaderstring = NULL;
4968 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4969 Mem_Free(cgshaderstring);
4970 cgshaderstring = NULL;
4971 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4972 Mem_Free(hlslshaderstring);
4973 hlslshaderstring = NULL;
4974 switch(vid.renderpath)
4976 case RENDERPATH_D3D9:
4979 r_hlsl_permutation_t *p;
4980 r_hlsl_permutation = NULL;
4981 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4982 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4983 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4984 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4985 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4986 for (i = 0;i < limit;i++)
4988 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4990 if (p->vertexshader)
4991 IDirect3DVertexShader9_Release(p->vertexshader);
4993 IDirect3DPixelShader9_Release(p->pixelshader);
4994 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4997 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5001 case RENDERPATH_D3D10:
5002 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5004 case RENDERPATH_D3D11:
5005 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5007 case RENDERPATH_GL20:
5009 r_glsl_permutation_t *p;
5010 r_glsl_permutation = NULL;
5011 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5012 for (i = 0;i < limit;i++)
5014 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5016 GL_Backend_FreeProgram(p->program);
5017 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5020 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5023 case RENDERPATH_CGGL:
5026 r_cg_permutation_t *p;
5027 r_cg_permutation = NULL;
5028 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5029 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5030 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5031 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5032 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5033 for (i = 0;i < limit;i++)
5035 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5038 cgDestroyProgram(p->vprogram);
5040 cgDestroyProgram(p->fprogram);
5041 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5044 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5048 case RENDERPATH_GL13:
5049 case RENDERPATH_GL11:
5054 void R_GLSL_DumpShader_f(void)
5059 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5062 FS_Print(file, "/* The engine may define the following macros:\n");
5063 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5064 for (i = 0;i < SHADERMODE_COUNT;i++)
5065 FS_Print(file, glslshadermodeinfo[i].pretext);
5066 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5067 FS_Print(file, shaderpermutationinfo[i].pretext);
5068 FS_Print(file, "*/\n");
5069 FS_Print(file, builtinshaderstring);
5071 Con_Printf("glsl/default.glsl written\n");
5074 Con_Printf("failed to write to glsl/default.glsl\n");
5077 file = FS_OpenRealFile("cg/default.cg", "w", false);
5080 FS_Print(file, "/* The engine may define the following macros:\n");
5081 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5082 for (i = 0;i < SHADERMODE_COUNT;i++)
5083 FS_Print(file, cgshadermodeinfo[i].pretext);
5084 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5085 FS_Print(file, shaderpermutationinfo[i].pretext);
5086 FS_Print(file, "*/\n");
5087 FS_Print(file, builtincgshaderstring);
5089 Con_Printf("cg/default.cg written\n");
5092 Con_Printf("failed to write to cg/default.cg\n");
5096 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5099 FS_Print(file, "/* The engine may define the following macros:\n");
5100 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5101 for (i = 0;i < SHADERMODE_COUNT;i++)
5102 FS_Print(file, hlslshadermodeinfo[i].pretext);
5103 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5104 FS_Print(file, shaderpermutationinfo[i].pretext);
5105 FS_Print(file, "*/\n");
5106 FS_Print(file, builtincgshaderstring);
5108 Con_Printf("hlsl/default.hlsl written\n");
5111 Con_Printf("failed to write to hlsl/default.hlsl\n");
5115 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5118 texturemode = GL_MODULATE;
5119 switch (vid.renderpath)
5121 case RENDERPATH_D3D9:
5123 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5124 R_Mesh_TexBind(GL20TU_FIRST , first );
5125 R_Mesh_TexBind(GL20TU_SECOND, second);
5128 case RENDERPATH_D3D10:
5129 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5131 case RENDERPATH_D3D11:
5132 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5134 case RENDERPATH_GL20:
5135 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5136 R_Mesh_TexBind(GL20TU_FIRST , first );
5137 R_Mesh_TexBind(GL20TU_SECOND, second);
5139 case RENDERPATH_CGGL:
5142 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5143 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5144 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5147 case RENDERPATH_GL13:
5148 R_Mesh_TexBind(0, first );
5149 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5150 R_Mesh_TexBind(1, second);
5152 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5154 case RENDERPATH_GL11:
5155 R_Mesh_TexBind(0, first );
5160 void R_SetupShader_DepthOrShadow(void)
5162 switch (vid.renderpath)
5164 case RENDERPATH_D3D9:
5166 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5169 case RENDERPATH_D3D10:
5170 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5172 case RENDERPATH_D3D11:
5173 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5175 case RENDERPATH_GL20:
5176 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5178 case RENDERPATH_CGGL:
5180 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5183 case RENDERPATH_GL13:
5184 R_Mesh_TexBind(0, 0);
5185 R_Mesh_TexBind(1, 0);
5187 case RENDERPATH_GL11:
5188 R_Mesh_TexBind(0, 0);
5193 void R_SetupShader_ShowDepth(void)
5195 switch (vid.renderpath)
5197 case RENDERPATH_D3D9:
5199 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5202 case RENDERPATH_D3D10:
5203 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5205 case RENDERPATH_D3D11:
5206 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5208 case RENDERPATH_GL20:
5209 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5211 case RENDERPATH_CGGL:
5213 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5216 case RENDERPATH_GL13:
5218 case RENDERPATH_GL11:
5223 extern qboolean r_shadow_usingdeferredprepass;
5224 extern cvar_t r_shadow_deferred_8bitrange;
5225 extern rtexture_t *r_shadow_attenuationgradienttexture;
5226 extern rtexture_t *r_shadow_attenuation2dtexture;
5227 extern rtexture_t *r_shadow_attenuation3dtexture;
5228 extern qboolean r_shadow_usingshadowmap2d;
5229 extern qboolean r_shadow_usingshadowmaportho;
5230 extern float r_shadow_shadowmap_texturescale[2];
5231 extern float r_shadow_shadowmap_parameters[4];
5232 extern qboolean r_shadow_shadowmapvsdct;
5233 extern qboolean r_shadow_shadowmapsampler;
5234 extern int r_shadow_shadowmappcf;
5235 extern rtexture_t *r_shadow_shadowmap2dtexture;
5236 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5237 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5238 extern matrix4x4_t r_shadow_shadowmapmatrix;
5239 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5240 extern int r_shadow_prepass_width;
5241 extern int r_shadow_prepass_height;
5242 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5243 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5244 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5245 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5246 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5247 extern cvar_t gl_mesh_separatearrays;
5248 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5250 // a blendfunc allows colormod if:
5251 // a) it can never keep the destination pixel invariant, or
5252 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5253 // this is to prevent unintended side effects from colormod
5256 // IF there is a (s, sa) for which for all (d, da),
5257 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5258 // THEN, for this (s, sa) and all (colormod, d, da):
5259 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5260 // OBVIOUSLY, this means that
5261 // s*colormod * src(s*colormod, d, sa, da) = 0
5262 // dst(s*colormod, d, sa, da) = 1
5264 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5266 // main condition to leave dst color invariant:
5267 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5269 // s * 0 + d * dst(s, d, sa, da) == d
5270 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5271 // => colormod is a problem for GL_SRC_COLOR only
5273 // s + d * dst(s, d, sa, da) == d
5275 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5276 // => colormod is never problematic for these
5277 // src == GL_SRC_COLOR:
5278 // s*s + d * dst(s, d, sa, da) == d
5280 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5281 // => colormod is never problematic for these
5282 // src == GL_ONE_MINUS_SRC_COLOR:
5283 // s*(1-s) + d * dst(s, d, sa, da) == d
5284 // => s == 0 or s == 1
5285 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5286 // => colormod is a problem for GL_SRC_COLOR only
5287 // src == GL_DST_COLOR
5288 // s*d + d * dst(s, d, sa, da) == d
5290 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5291 // => colormod is always a problem
5294 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5295 // => colormod is never problematic for these
5296 // => BUT, we do not know s! We must assume it is problematic
5297 // then... except in GL_ONE case, where we know all invariant
5299 // src == GL_ONE_MINUS_DST_COLOR
5300 // s*(1-d) + d * dst(s, d, sa, da) == d
5301 // => s == 0 (1-d is impossible to handle for our desired result)
5302 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5303 // => colormod is never problematic for these
5304 // src == GL_SRC_ALPHA
5305 // s*sa + d * dst(s, d, sa, da) == d
5306 // => s == 0, or sa == 0
5307 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5308 // => colormod breaks in the case GL_SRC_COLOR only
5309 // src == GL_ONE_MINUS_SRC_ALPHA
5310 // s*(1-sa) + d * dst(s, d, sa, da) == d
5311 // => s == 0, or sa == 1
5312 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5313 // => colormod breaks in the case GL_SRC_COLOR only
5314 // src == GL_DST_ALPHA
5315 // s*da + d * dst(s, d, sa, da) == d
5317 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5318 // => colormod is never problematic for these
5323 case GL_ONE_MINUS_SRC_COLOR:
5325 case GL_ONE_MINUS_SRC_ALPHA:
5326 if(dst == GL_SRC_COLOR)
5331 case GL_ONE_MINUS_DST_COLOR:
5333 case GL_ONE_MINUS_DST_ALPHA:
5343 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5345 // select a permutation of the lighting shader appropriate to this
5346 // combination of texture, entity, light source, and fogging, only use the
5347 // minimum features necessary to avoid wasting rendering time in the
5348 // fragment shader on features that are not being used
5349 unsigned int permutation = 0;
5350 unsigned int mode = 0;
5351 qboolean allow_colormod;
5352 static float dummy_colormod[3] = {1, 1, 1};
5353 float *colormod = rsurface.colormod;
5355 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5356 if (rsurfacepass == RSURFPASS_BACKGROUND)
5358 // distorted background
5359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5361 mode = SHADERMODE_WATER;
5362 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5363 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5364 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5365 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5367 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5369 mode = SHADERMODE_REFRACTION;
5370 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5371 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5375 mode = SHADERMODE_GENERIC;
5376 permutation |= SHADERPERMUTATION_DIFFUSE;
5377 GL_BlendFunc(GL_ONE, GL_ZERO);
5378 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5380 GL_AlphaTest(false);
5382 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5384 if (r_glsl_offsetmapping.integer)
5386 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5387 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5388 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5389 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5390 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5392 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5393 if (r_glsl_offsetmapping_reliefmapping.integer)
5394 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5398 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5399 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5400 permutation |= SHADERPERMUTATION_ALPHAKILL;
5401 // normalmap (deferred prepass), may use alpha test on diffuse
5402 mode = SHADERMODE_DEFERREDGEOMETRY;
5403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5404 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5405 GL_AlphaTest(false);
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5409 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5411 if (r_glsl_offsetmapping.integer)
5413 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5414 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5415 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5416 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5417 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5419 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5420 if (r_glsl_offsetmapping_reliefmapping.integer)
5421 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5424 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5425 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5427 mode = SHADERMODE_LIGHTSOURCE;
5428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5430 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5431 permutation |= SHADERPERMUTATION_CUBEFILTER;
5432 if (diffusescale > 0)
5433 permutation |= SHADERPERMUTATION_DIFFUSE;
5434 if (specularscale > 0)
5435 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5436 if (r_refdef.fogenabled)
5437 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5438 if (rsurface.texture->colormapping)
5439 permutation |= SHADERPERMUTATION_COLORMAPPING;
5440 if (r_shadow_usingshadowmap2d)
5442 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5443 if(r_shadow_shadowmapvsdct)
5444 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5446 if (r_shadow_shadowmapsampler)
5447 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5448 if (r_shadow_shadowmappcf > 1)
5449 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5450 else if (r_shadow_shadowmappcf)
5451 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5453 if (rsurface.texture->reflectmasktexture)
5454 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5455 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5456 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5457 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5459 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5461 if (r_glsl_offsetmapping.integer)
5463 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5464 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5465 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5466 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5467 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5469 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5470 if (r_glsl_offsetmapping_reliefmapping.integer)
5471 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5475 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5476 // unshaded geometry (fullbright or ambient model lighting)
5477 mode = SHADERMODE_FLATCOLOR;
5478 ambientscale = diffusescale = specularscale = 0;
5479 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5480 permutation |= SHADERPERMUTATION_GLOW;
5481 if (r_refdef.fogenabled)
5482 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5483 if (rsurface.texture->colormapping)
5484 permutation |= SHADERPERMUTATION_COLORMAPPING;
5485 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5487 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5488 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5490 if (r_shadow_shadowmapsampler)
5491 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5492 if (r_shadow_shadowmappcf > 1)
5493 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5494 else if (r_shadow_shadowmappcf)
5495 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5497 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5498 permutation |= SHADERPERMUTATION_REFLECTION;
5499 if (rsurface.texture->reflectmasktexture)
5500 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5501 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5502 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5503 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5505 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5507 if (r_glsl_offsetmapping.integer)
5509 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5510 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5511 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5512 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5513 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5515 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5516 if (r_glsl_offsetmapping_reliefmapping.integer)
5517 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5520 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5521 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5522 // directional model lighting
5523 mode = SHADERMODE_LIGHTDIRECTION;
5524 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5525 permutation |= SHADERPERMUTATION_GLOW;
5526 permutation |= SHADERPERMUTATION_DIFFUSE;
5527 if (specularscale > 0)
5528 permutation |= SHADERPERMUTATION_SPECULAR;
5529 if (r_refdef.fogenabled)
5530 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5531 if (rsurface.texture->colormapping)
5532 permutation |= SHADERPERMUTATION_COLORMAPPING;
5533 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5535 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5536 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5538 if (r_shadow_shadowmapsampler)
5539 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5540 if (r_shadow_shadowmappcf > 1)
5541 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5542 else if (r_shadow_shadowmappcf)
5543 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5545 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5546 permutation |= SHADERPERMUTATION_REFLECTION;
5547 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5548 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5549 if (rsurface.texture->reflectmasktexture)
5550 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5551 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5552 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5553 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5555 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5557 if (r_glsl_offsetmapping.integer)
5559 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5560 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5561 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5562 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5563 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5565 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5566 if (r_glsl_offsetmapping_reliefmapping.integer)
5567 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5571 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5572 // ambient model lighting
5573 mode = SHADERMODE_LIGHTDIRECTION;
5574 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5575 permutation |= SHADERPERMUTATION_GLOW;
5576 if (r_refdef.fogenabled)
5577 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5578 if (rsurface.texture->colormapping)
5579 permutation |= SHADERPERMUTATION_COLORMAPPING;
5580 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5582 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5583 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5585 if (r_shadow_shadowmapsampler)
5586 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5587 if (r_shadow_shadowmappcf > 1)
5588 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5589 else if (r_shadow_shadowmappcf)
5590 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5592 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5593 permutation |= SHADERPERMUTATION_REFLECTION;
5594 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5595 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5596 if (rsurface.texture->reflectmasktexture)
5597 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5598 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5599 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5600 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5604 if (r_glsl_offsetmapping.integer)
5606 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5607 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5608 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5609 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5610 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5612 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5613 if (r_glsl_offsetmapping_reliefmapping.integer)
5614 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5617 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5618 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5620 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5621 permutation |= SHADERPERMUTATION_GLOW;
5622 if (r_refdef.fogenabled)
5623 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5624 if (rsurface.texture->colormapping)
5625 permutation |= SHADERPERMUTATION_COLORMAPPING;
5626 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5628 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5629 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5631 if (r_shadow_shadowmapsampler)
5632 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5633 if (r_shadow_shadowmappcf > 1)
5634 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5635 else if (r_shadow_shadowmappcf)
5636 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5638 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5639 permutation |= SHADERPERMUTATION_REFLECTION;
5640 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5641 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5642 if (rsurface.texture->reflectmasktexture)
5643 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5644 if (FAKELIGHT_ENABLED)
5646 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5647 mode = SHADERMODE_FAKELIGHT;
5648 permutation |= SHADERPERMUTATION_DIFFUSE;
5649 if (specularscale > 0)
5650 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5652 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5654 // deluxemapping (light direction texture)
5655 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5656 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5658 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5659 permutation |= SHADERPERMUTATION_DIFFUSE;
5660 if (specularscale > 0)
5661 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5663 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5665 // fake deluxemapping (uniform light direction in tangentspace)
5666 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5667 permutation |= SHADERPERMUTATION_DIFFUSE;
5668 if (specularscale > 0)
5669 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5671 else if (rsurface.uselightmaptexture)
5673 // ordinary lightmapping (q1bsp, q3bsp)
5674 mode = SHADERMODE_LIGHTMAP;
5678 // ordinary vertex coloring (q3bsp)
5679 mode = SHADERMODE_VERTEXCOLOR;
5681 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5682 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5683 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5686 colormod = dummy_colormod;
5687 switch(vid.renderpath)
5689 case RENDERPATH_D3D9:
5691 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5692 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5693 R_SetupShader_SetPermutationHLSL(mode, permutation);
5694 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5695 if (mode == SHADERMODE_LIGHTSOURCE)
5697 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5698 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5702 if (mode == SHADERMODE_LIGHTDIRECTION)
5704 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5707 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5708 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5709 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5710 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5711 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5713 if (mode == SHADERMODE_LIGHTSOURCE)
5715 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5716 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5717 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5718 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5719 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5721 // additive passes are only darkened by fog, not tinted
5722 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5723 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5727 if (mode == SHADERMODE_FLATCOLOR)
5729 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5731 else if (mode == SHADERMODE_LIGHTDIRECTION)
5733 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5734 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5735 hlslPSSetParameter3f(D3DPSREGISTER_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);
5736 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5737 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5738 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5739 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5743 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5744 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5745 hlslPSSetParameter3f(D3DPSREGISTER_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);
5746 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5747 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5749 // additive passes are only darkened by fog, not tinted
5750 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5751 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5753 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5754 hlslPSSetParameter4f(D3DPSREGISTER_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);
5755 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5756 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5757 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5758 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5759 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5760 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5761 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5762 if (mode == SHADERMODE_WATER)
5763 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5765 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5766 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5767 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5768 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5769 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5770 if (rsurface.texture->pantstexture)
5771 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5773 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5774 if (rsurface.texture->shirttexture)
5775 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5777 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5778 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5779 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5780 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5781 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5782 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5783 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5784 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5786 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5787 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5788 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5789 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5790 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5791 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5792 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5793 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5794 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5795 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5796 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5797 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5798 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5799 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5800 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5801 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5802 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5803 if (rsurfacepass == RSURFPASS_BACKGROUND)
5805 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5806 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5807 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5811 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5813 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5814 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5815 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5816 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5817 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5819 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5820 if (rsurface.rtlight)
5822 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5823 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5828 case RENDERPATH_D3D10:
5829 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5831 case RENDERPATH_D3D11:
5832 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5834 case RENDERPATH_GL20:
5835 if (gl_mesh_separatearrays.integer)
5837 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5838 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5839 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5840 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5841 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5842 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5843 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5844 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5848 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5849 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5851 R_SetupShader_SetPermutationGLSL(mode, permutation);
5852 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5853 if (mode == SHADERMODE_LIGHTSOURCE)
5855 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5856 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5857 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5858 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5859 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5860 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);
5862 // additive passes are only darkened by fog, not tinted
5863 if (r_glsl_permutation->loc_FogColor >= 0)
5864 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5865 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5869 if (mode == SHADERMODE_FLATCOLOR)
5871 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5873 else if (mode == SHADERMODE_LIGHTDIRECTION)
5875 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5876 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5877 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);
5878 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5879 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);
5880 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]);
5881 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]);
5885 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5886 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]);
5887 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);
5888 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5889 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);
5891 // additive passes are only darkened by fog, not tinted
5892 if (r_glsl_permutation->loc_FogColor >= 0)
5894 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5895 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5897 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5899 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);
5900 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]);
5901 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]);
5902 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5903 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5904 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5905 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5906 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5907 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5909 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5910 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5911 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5912 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]);
5913 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]);
5915 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5916 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5917 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5918 if (r_glsl_permutation->loc_Color_Pants >= 0)
5920 if (rsurface.texture->pantstexture)
5921 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5923 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5925 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5927 if (rsurface.texture->shirttexture)
5928 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5930 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5932 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]);
5933 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5934 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5935 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5936 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5937 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]);
5938 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5940 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5941 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5942 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5943 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5944 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5945 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5946 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5947 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5948 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5949 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5950 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5951 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5952 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5953 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5954 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5955 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5956 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5957 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5958 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5959 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5960 if (rsurfacepass == RSURFPASS_BACKGROUND)
5962 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5963 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5964 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5968 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5970 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5971 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5972 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5973 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5974 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5976 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5977 if (rsurface.rtlight)
5979 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5980 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5985 case RENDERPATH_CGGL:
5987 if (gl_mesh_separatearrays.integer)
5989 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5990 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5991 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5992 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5993 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5994 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5995 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5996 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6000 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6001 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6003 R_SetupShader_SetPermutationCG(mode, permutation);
6004 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6005 if (mode == SHADERMODE_LIGHTSOURCE)
6007 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6008 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6012 if (mode == SHADERMODE_LIGHTDIRECTION)
6014 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
6017 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6018 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6019 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6020 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6021 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
6024 if (mode == SHADERMODE_LIGHTSOURCE)
6026 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6027 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6028 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6029 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6030 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
6032 // additive passes are only darkened by fog, not tinted
6033 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6034 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6038 if (mode == SHADERMODE_FLATCOLOR)
6040 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6042 else if (mode == SHADERMODE_LIGHTDIRECTION)
6044 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
6045 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
6046 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
6047 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6048 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
6049 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
6050 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
6054 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
6055 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
6056 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
6057 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6058 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
6060 // additive passes are only darkened by fog, not tinted
6061 if (r_cg_permutation->fp_FogColor)
6063 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6064 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6066 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6069 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
6070 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
6071 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
6072 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6073 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6074 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6075 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6076 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6077 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6079 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
6080 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
6081 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6082 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
6083 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6084 if (r_cg_permutation->fp_Color_Pants)
6086 if (rsurface.texture->pantstexture)
6087 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6089 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6092 if (r_cg_permutation->fp_Color_Shirt)
6094 if (rsurface.texture->shirttexture)
6095 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6097 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6100 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
6101 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6102 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6103 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6104 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6105 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
6106 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6108 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6109 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6110 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6111 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6112 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6113 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6114 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6115 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6116 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6117 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6118 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6119 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6120 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6121 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6122 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
6123 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6124 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6125 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6126 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6127 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6128 if (rsurfacepass == RSURFPASS_BACKGROUND)
6130 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6131 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6132 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6136 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6138 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6139 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6140 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6141 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6142 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6144 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6145 if (rsurface.rtlight)
6147 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6155 case RENDERPATH_GL13:
6156 case RENDERPATH_GL11:
6161 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6163 // select a permutation of the lighting shader appropriate to this
6164 // combination of texture, entity, light source, and fogging, only use the
6165 // minimum features necessary to avoid wasting rendering time in the
6166 // fragment shader on features that are not being used
6167 unsigned int permutation = 0;
6168 unsigned int mode = 0;
6169 const float *lightcolorbase = rtlight->currentcolor;
6170 float ambientscale = rtlight->ambientscale;
6171 float diffusescale = rtlight->diffusescale;
6172 float specularscale = rtlight->specularscale;
6173 // this is the location of the light in view space
6174 vec3_t viewlightorigin;
6175 // this transforms from view space (camera) to light space (cubemap)
6176 matrix4x4_t viewtolight;
6177 matrix4x4_t lighttoview;
6178 float viewtolight16f[16];
6179 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6181 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6182 if (rtlight->currentcubemap != r_texture_whitecube)
6183 permutation |= SHADERPERMUTATION_CUBEFILTER;
6184 if (diffusescale > 0)
6185 permutation |= SHADERPERMUTATION_DIFFUSE;
6186 if (specularscale > 0)
6187 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6188 if (r_shadow_usingshadowmap2d)
6190 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6191 if (r_shadow_shadowmapvsdct)
6192 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6194 if (r_shadow_shadowmapsampler)
6195 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6196 if (r_shadow_shadowmappcf > 1)
6197 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6198 else if (r_shadow_shadowmappcf)
6199 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6201 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6202 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6203 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6204 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6205 switch(vid.renderpath)
6207 case RENDERPATH_D3D9:
6209 R_SetupShader_SetPermutationHLSL(mode, permutation);
6210 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6211 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6212 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6213 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6214 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6215 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6216 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6217 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6218 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6219 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6221 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6222 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6223 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6224 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6225 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6226 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6229 case RENDERPATH_D3D10:
6230 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6232 case RENDERPATH_D3D11:
6233 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6235 case RENDERPATH_GL20:
6236 R_SetupShader_SetPermutationGLSL(mode, permutation);
6237 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6238 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6239 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);
6240 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);
6241 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);
6242 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]);
6243 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]);
6244 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6245 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]);
6246 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6248 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6249 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6250 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6251 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6252 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6253 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6255 case RENDERPATH_CGGL:
6257 R_SetupShader_SetPermutationCG(mode, permutation);
6258 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6259 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6260 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
6261 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
6262 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
6263 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
6264 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
6265 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6266 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
6267 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6269 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6270 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6271 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6272 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6273 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6274 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6277 case RENDERPATH_GL13:
6278 case RENDERPATH_GL11:
6283 #define SKINFRAME_HASH 1024
6287 int loadsequence; // incremented each level change
6288 memexpandablearray_t array;
6289 skinframe_t *hash[SKINFRAME_HASH];
6292 r_skinframe_t r_skinframe;
6294 void R_SkinFrame_PrepareForPurge(void)
6296 r_skinframe.loadsequence++;
6297 // wrap it without hitting zero
6298 if (r_skinframe.loadsequence >= 200)
6299 r_skinframe.loadsequence = 1;
6302 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6306 // mark the skinframe as used for the purging code
6307 skinframe->loadsequence = r_skinframe.loadsequence;
6310 void R_SkinFrame_Purge(void)
6314 for (i = 0;i < SKINFRAME_HASH;i++)
6316 for (s = r_skinframe.hash[i];s;s = s->next)
6318 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6320 if (s->merged == s->base)
6322 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6323 R_PurgeTexture(s->stain );s->stain = NULL;
6324 R_PurgeTexture(s->merged);s->merged = NULL;
6325 R_PurgeTexture(s->base );s->base = NULL;
6326 R_PurgeTexture(s->pants );s->pants = NULL;
6327 R_PurgeTexture(s->shirt );s->shirt = NULL;
6328 R_PurgeTexture(s->nmap );s->nmap = NULL;
6329 R_PurgeTexture(s->gloss );s->gloss = NULL;
6330 R_PurgeTexture(s->glow );s->glow = NULL;
6331 R_PurgeTexture(s->fog );s->fog = NULL;
6332 R_PurgeTexture(s->reflect);s->reflect = NULL;
6333 s->loadsequence = 0;
6339 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6341 char basename[MAX_QPATH];
6343 Image_StripImageExtension(name, basename, sizeof(basename));
6345 if( last == NULL ) {
6347 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6348 item = r_skinframe.hash[hashindex];
6353 // linearly search through the hash bucket
6354 for( ; item ; item = item->next ) {
6355 if( !strcmp( item->basename, basename ) ) {
6362 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6366 char basename[MAX_QPATH];
6368 Image_StripImageExtension(name, basename, sizeof(basename));
6370 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6371 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6372 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6376 rtexture_t *dyntexture;
6377 // check whether its a dynamic texture
6378 dyntexture = CL_GetDynTexture( basename );
6379 if (!add && !dyntexture)
6381 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6382 memset(item, 0, sizeof(*item));
6383 strlcpy(item->basename, basename, sizeof(item->basename));
6384 item->base = dyntexture; // either NULL or dyntexture handle
6385 item->textureflags = textureflags;
6386 item->comparewidth = comparewidth;
6387 item->compareheight = compareheight;
6388 item->comparecrc = comparecrc;
6389 item->next = r_skinframe.hash[hashindex];
6390 r_skinframe.hash[hashindex] = item;
6392 else if( item->base == NULL )
6394 rtexture_t *dyntexture;
6395 // check whether its a dynamic texture
6396 // 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]
6397 dyntexture = CL_GetDynTexture( basename );
6398 item->base = dyntexture; // either NULL or dyntexture handle
6401 R_SkinFrame_MarkUsed(item);
6405 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6407 unsigned long long avgcolor[5], wsum; \
6415 for(pix = 0; pix < cnt; ++pix) \
6418 for(comp = 0; comp < 3; ++comp) \
6420 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6423 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6425 for(comp = 0; comp < 3; ++comp) \
6426 avgcolor[comp] += getpixel * w; \
6429 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6430 avgcolor[4] += getpixel; \
6432 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6434 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6435 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6436 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6437 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6440 extern cvar_t gl_picmip;
6441 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6444 unsigned char *pixels;
6445 unsigned char *bumppixels;
6446 unsigned char *basepixels = NULL;
6447 int basepixels_width = 0;
6448 int basepixels_height = 0;
6449 skinframe_t *skinframe;
6450 rtexture_t *ddsbase = NULL;
6451 qboolean ddshasalpha = false;
6452 float ddsavgcolor[4];
6453 char basename[MAX_QPATH];
6454 int miplevel = R_PicmipForFlags(textureflags);
6455 int savemiplevel = miplevel;
6458 if (cls.state == ca_dedicated)
6461 // return an existing skinframe if already loaded
6462 // if loading of the first image fails, don't make a new skinframe as it
6463 // would cause all future lookups of this to be missing
6464 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6465 if (skinframe && skinframe->base)
6468 Image_StripImageExtension(name, basename, sizeof(basename));
6470 // check for DDS texture file first
6471 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6473 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6474 if (basepixels == NULL)
6478 // FIXME handle miplevel
6480 if (developer_loading.integer)
6481 Con_Printf("loading skin \"%s\"\n", name);
6483 // we've got some pixels to store, so really allocate this new texture now
6485 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6486 skinframe->stain = NULL;
6487 skinframe->merged = NULL;
6488 skinframe->base = NULL;
6489 skinframe->pants = NULL;
6490 skinframe->shirt = NULL;
6491 skinframe->nmap = NULL;
6492 skinframe->gloss = NULL;
6493 skinframe->glow = NULL;
6494 skinframe->fog = NULL;
6495 skinframe->reflect = NULL;
6496 skinframe->hasalpha = false;
6500 skinframe->base = ddsbase;
6501 skinframe->hasalpha = ddshasalpha;
6502 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6503 if (r_loadfog && skinframe->hasalpha)
6504 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6505 //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]);
6509 basepixels_width = image_width;
6510 basepixels_height = image_height;
6511 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6512 if (textureflags & TEXF_ALPHA)
6514 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6516 if (basepixels[j] < 255)
6518 skinframe->hasalpha = true;
6522 if (r_loadfog && skinframe->hasalpha)
6524 // has transparent pixels
6525 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6526 for (j = 0;j < image_width * image_height * 4;j += 4)
6531 pixels[j+3] = basepixels[j+3];
6533 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6537 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6538 //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]);
6539 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6540 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6541 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6542 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6547 mymiplevel = savemiplevel;
6548 if (r_loadnormalmap)
6549 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6550 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6552 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6553 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6554 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6555 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6558 // _norm is the name used by tenebrae and has been adopted as standard
6559 if (r_loadnormalmap && skinframe->nmap == NULL)
6561 mymiplevel = savemiplevel;
6562 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6564 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6568 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6570 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6571 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6572 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6574 Mem_Free(bumppixels);
6576 else if (r_shadow_bumpscale_basetexture.value > 0)
6578 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6579 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6580 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6583 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6584 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6587 // _luma is supported only for tenebrae compatibility
6588 // _glow is the preferred name
6589 mymiplevel = savemiplevel;
6590 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6592 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6593 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6594 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6595 Mem_Free(pixels);pixels = NULL;
6598 mymiplevel = savemiplevel;
6599 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6601 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6602 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6603 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6608 mymiplevel = savemiplevel;
6609 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6611 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6612 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6613 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6618 mymiplevel = savemiplevel;
6619 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6621 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6622 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6623 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6628 mymiplevel = savemiplevel;
6629 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6631 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6632 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6633 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6639 Mem_Free(basepixels);
6644 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6645 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6648 unsigned char *temp1, *temp2;
6649 skinframe_t *skinframe;
6651 if (cls.state == ca_dedicated)
6654 // if already loaded just return it, otherwise make a new skinframe
6655 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6656 if (skinframe && skinframe->base)
6659 skinframe->stain = NULL;
6660 skinframe->merged = NULL;
6661 skinframe->base = NULL;
6662 skinframe->pants = NULL;
6663 skinframe->shirt = NULL;
6664 skinframe->nmap = NULL;
6665 skinframe->gloss = NULL;
6666 skinframe->glow = NULL;
6667 skinframe->fog = NULL;
6668 skinframe->reflect = NULL;
6669 skinframe->hasalpha = false;
6671 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6675 if (developer_loading.integer)
6676 Con_Printf("loading 32bit skin \"%s\"\n", name);
6678 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6680 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6681 temp2 = temp1 + width * height * 4;
6682 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6683 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6686 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6687 if (textureflags & TEXF_ALPHA)
6689 for (i = 3;i < width * height * 4;i += 4)
6691 if (skindata[i] < 255)
6693 skinframe->hasalpha = true;
6697 if (r_loadfog && skinframe->hasalpha)
6699 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6700 memcpy(fogpixels, skindata, width * height * 4);
6701 for (i = 0;i < width * height * 4;i += 4)
6702 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6703 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6704 Mem_Free(fogpixels);
6708 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6709 //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]);
6714 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6718 skinframe_t *skinframe;
6720 if (cls.state == ca_dedicated)
6723 // if already loaded just return it, otherwise make a new skinframe
6724 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6725 if (skinframe && skinframe->base)
6728 skinframe->stain = NULL;
6729 skinframe->merged = NULL;
6730 skinframe->base = NULL;
6731 skinframe->pants = NULL;
6732 skinframe->shirt = NULL;
6733 skinframe->nmap = NULL;
6734 skinframe->gloss = NULL;
6735 skinframe->glow = NULL;
6736 skinframe->fog = NULL;
6737 skinframe->reflect = NULL;
6738 skinframe->hasalpha = false;
6740 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6744 if (developer_loading.integer)
6745 Con_Printf("loading quake skin \"%s\"\n", name);
6747 // 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)
6748 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6749 memcpy(skinframe->qpixels, skindata, width*height);
6750 skinframe->qwidth = width;
6751 skinframe->qheight = height;
6754 for (i = 0;i < width * height;i++)
6755 featuresmask |= palette_featureflags[skindata[i]];
6757 skinframe->hasalpha = false;
6758 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6759 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6760 skinframe->qgeneratemerged = true;
6761 skinframe->qgeneratebase = skinframe->qhascolormapping;
6762 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6764 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6765 //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]);
6770 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6774 unsigned char *skindata;
6776 if (!skinframe->qpixels)
6779 if (!skinframe->qhascolormapping)
6780 colormapped = false;
6784 if (!skinframe->qgeneratebase)
6789 if (!skinframe->qgeneratemerged)
6793 width = skinframe->qwidth;
6794 height = skinframe->qheight;
6795 skindata = skinframe->qpixels;
6797 if (skinframe->qgeneratenmap)
6799 unsigned char *temp1, *temp2;
6800 skinframe->qgeneratenmap = false;
6801 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6802 temp2 = temp1 + width * height * 4;
6803 // use either a custom palette or the quake palette
6804 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6805 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6806 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6810 if (skinframe->qgenerateglow)
6812 skinframe->qgenerateglow = false;
6813 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6818 skinframe->qgeneratebase = false;
6819 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6820 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6821 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6825 skinframe->qgeneratemerged = false;
6826 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6829 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6831 Mem_Free(skinframe->qpixels);
6832 skinframe->qpixels = NULL;
6836 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)
6839 skinframe_t *skinframe;
6841 if (cls.state == ca_dedicated)
6844 // if already loaded just return it, otherwise make a new skinframe
6845 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6846 if (skinframe && skinframe->base)
6849 skinframe->stain = NULL;
6850 skinframe->merged = NULL;
6851 skinframe->base = NULL;
6852 skinframe->pants = NULL;
6853 skinframe->shirt = NULL;
6854 skinframe->nmap = NULL;
6855 skinframe->gloss = NULL;
6856 skinframe->glow = NULL;
6857 skinframe->fog = NULL;
6858 skinframe->reflect = NULL;
6859 skinframe->hasalpha = false;
6861 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6865 if (developer_loading.integer)
6866 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6868 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6869 if (textureflags & TEXF_ALPHA)
6871 for (i = 0;i < width * height;i++)
6873 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6875 skinframe->hasalpha = true;
6879 if (r_loadfog && skinframe->hasalpha)
6880 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6883 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6884 //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]);
6889 skinframe_t *R_SkinFrame_LoadMissing(void)
6891 skinframe_t *skinframe;
6893 if (cls.state == ca_dedicated)
6896 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6897 skinframe->stain = NULL;
6898 skinframe->merged = NULL;
6899 skinframe->base = NULL;
6900 skinframe->pants = NULL;
6901 skinframe->shirt = NULL;
6902 skinframe->nmap = NULL;
6903 skinframe->gloss = NULL;
6904 skinframe->glow = NULL;
6905 skinframe->fog = NULL;
6906 skinframe->reflect = NULL;
6907 skinframe->hasalpha = false;
6909 skinframe->avgcolor[0] = rand() / RAND_MAX;
6910 skinframe->avgcolor[1] = rand() / RAND_MAX;
6911 skinframe->avgcolor[2] = rand() / RAND_MAX;
6912 skinframe->avgcolor[3] = 1;
6917 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6918 typedef struct suffixinfo_s
6921 qboolean flipx, flipy, flipdiagonal;
6924 static suffixinfo_t suffix[3][6] =
6927 {"px", false, false, false},
6928 {"nx", false, false, false},
6929 {"py", false, false, false},
6930 {"ny", false, false, false},
6931 {"pz", false, false, false},
6932 {"nz", false, false, false}
6935 {"posx", false, false, false},
6936 {"negx", false, false, false},
6937 {"posy", false, false, false},
6938 {"negy", false, false, false},
6939 {"posz", false, false, false},
6940 {"negz", false, false, false}
6943 {"rt", true, false, true},
6944 {"lf", false, true, true},
6945 {"ft", true, true, false},
6946 {"bk", false, false, false},
6947 {"up", true, false, true},
6948 {"dn", true, false, true}
6952 static int componentorder[4] = {0, 1, 2, 3};
6954 rtexture_t *R_LoadCubemap(const char *basename)
6956 int i, j, cubemapsize;
6957 unsigned char *cubemappixels, *image_buffer;
6958 rtexture_t *cubemaptexture;
6960 // must start 0 so the first loadimagepixels has no requested width/height
6962 cubemappixels = NULL;
6963 cubemaptexture = NULL;
6964 // keep trying different suffix groups (posx, px, rt) until one loads
6965 for (j = 0;j < 3 && !cubemappixels;j++)
6967 // load the 6 images in the suffix group
6968 for (i = 0;i < 6;i++)
6970 // generate an image name based on the base and and suffix
6971 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6973 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6975 // an image loaded, make sure width and height are equal
6976 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6978 // if this is the first image to load successfully, allocate the cubemap memory
6979 if (!cubemappixels && image_width >= 1)
6981 cubemapsize = image_width;
6982 // note this clears to black, so unavailable sides are black
6983 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6985 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6987 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);
6990 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6992 Mem_Free(image_buffer);
6996 // if a cubemap loaded, upload it
6999 if (developer_loading.integer)
7000 Con_Printf("loading cubemap \"%s\"\n", basename);
7002 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7003 Mem_Free(cubemappixels);
7007 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7008 if (developer_loading.integer)
7010 Con_Printf("(tried tried images ");
7011 for (j = 0;j < 3;j++)
7012 for (i = 0;i < 6;i++)
7013 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7014 Con_Print(" and was unable to find any of them).\n");
7017 return cubemaptexture;
7020 rtexture_t *R_GetCubemap(const char *basename)
7023 for (i = 0;i < r_texture_numcubemaps;i++)
7024 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7025 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7026 if (i >= MAX_CUBEMAPS)
7027 return r_texture_whitecube;
7028 r_texture_numcubemaps++;
7029 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7030 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7031 return r_texture_cubemaps[i].texture;
7034 void R_FreeCubemaps(void)
7037 for (i = 0;i < r_texture_numcubemaps;i++)
7039 if (developer_loading.integer)
7040 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7041 if (r_texture_cubemaps[i].texture)
7042 R_FreeTexture(r_texture_cubemaps[i].texture);
7044 r_texture_numcubemaps = 0;
7047 void R_Main_FreeViewCache(void)
7049 if (r_refdef.viewcache.entityvisible)
7050 Mem_Free(r_refdef.viewcache.entityvisible);
7051 if (r_refdef.viewcache.world_pvsbits)
7052 Mem_Free(r_refdef.viewcache.world_pvsbits);
7053 if (r_refdef.viewcache.world_leafvisible)
7054 Mem_Free(r_refdef.viewcache.world_leafvisible);
7055 if (r_refdef.viewcache.world_surfacevisible)
7056 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7057 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7060 void R_Main_ResizeViewCache(void)
7062 int numentities = r_refdef.scene.numentities;
7063 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7064 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7065 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7066 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7067 if (r_refdef.viewcache.maxentities < numentities)
7069 r_refdef.viewcache.maxentities = numentities;
7070 if (r_refdef.viewcache.entityvisible)
7071 Mem_Free(r_refdef.viewcache.entityvisible);
7072 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7074 if (r_refdef.viewcache.world_numclusters != numclusters)
7076 r_refdef.viewcache.world_numclusters = numclusters;
7077 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7078 if (r_refdef.viewcache.world_pvsbits)
7079 Mem_Free(r_refdef.viewcache.world_pvsbits);
7080 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7082 if (r_refdef.viewcache.world_numleafs != numleafs)
7084 r_refdef.viewcache.world_numleafs = numleafs;
7085 if (r_refdef.viewcache.world_leafvisible)
7086 Mem_Free(r_refdef.viewcache.world_leafvisible);
7087 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7089 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7091 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7092 if (r_refdef.viewcache.world_surfacevisible)
7093 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7094 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7098 extern rtexture_t *loadingscreentexture;
7099 void gl_main_start(void)
7101 loadingscreentexture = NULL;
7102 r_texture_blanknormalmap = NULL;
7103 r_texture_white = NULL;
7104 r_texture_grey128 = NULL;
7105 r_texture_black = NULL;
7106 r_texture_whitecube = NULL;
7107 r_texture_normalizationcube = NULL;
7108 r_texture_fogattenuation = NULL;
7109 r_texture_fogheighttexture = NULL;
7110 r_texture_gammaramps = NULL;
7111 r_texture_numcubemaps = 0;
7113 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7114 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7116 switch(vid.renderpath)
7118 case RENDERPATH_GL20:
7119 case RENDERPATH_CGGL:
7120 case RENDERPATH_D3D9:
7121 case RENDERPATH_D3D10:
7122 case RENDERPATH_D3D11:
7123 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7124 Cvar_SetValueQuick(&gl_combine, 1);
7125 Cvar_SetValueQuick(&r_glsl, 1);
7126 r_loadnormalmap = true;
7130 case RENDERPATH_GL13:
7131 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7132 Cvar_SetValueQuick(&gl_combine, 1);
7133 Cvar_SetValueQuick(&r_glsl, 0);
7134 r_loadnormalmap = false;
7135 r_loadgloss = false;
7138 case RENDERPATH_GL11:
7139 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7140 Cvar_SetValueQuick(&gl_combine, 0);
7141 Cvar_SetValueQuick(&r_glsl, 0);
7142 r_loadnormalmap = false;
7143 r_loadgloss = false;
7149 R_FrameData_Reset();
7153 memset(r_queries, 0, sizeof(r_queries));
7155 r_qwskincache = NULL;
7156 r_qwskincache_size = 0;
7158 // set up r_skinframe loading system for textures
7159 memset(&r_skinframe, 0, sizeof(r_skinframe));
7160 r_skinframe.loadsequence = 1;
7161 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7163 r_main_texturepool = R_AllocTexturePool();
7164 R_BuildBlankTextures();
7166 if (vid.support.arb_texture_cube_map)
7169 R_BuildNormalizationCube();
7171 r_texture_fogattenuation = NULL;
7172 r_texture_fogheighttexture = NULL;
7173 r_texture_gammaramps = NULL;
7174 //r_texture_fogintensity = NULL;
7175 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7176 memset(&r_waterstate, 0, sizeof(r_waterstate));
7177 r_glsl_permutation = NULL;
7178 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7179 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7180 glslshaderstring = NULL;
7182 r_cg_permutation = NULL;
7183 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7184 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7185 cgshaderstring = NULL;
7188 r_hlsl_permutation = NULL;
7189 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7190 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7191 hlslshaderstring = NULL;
7193 memset(&r_svbsp, 0, sizeof (r_svbsp));
7195 r_refdef.fogmasktable_density = 0;
7198 void gl_main_shutdown(void)
7201 R_FrameData_Reset();
7203 R_Main_FreeViewCache();
7205 switch(vid.renderpath)
7207 case RENDERPATH_GL11:
7208 case RENDERPATH_GL13:
7209 case RENDERPATH_GL20:
7210 case RENDERPATH_CGGL:
7212 qglDeleteQueriesARB(r_maxqueries, r_queries);
7214 case RENDERPATH_D3D9:
7215 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7217 case RENDERPATH_D3D10:
7218 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7220 case RENDERPATH_D3D11:
7221 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7227 memset(r_queries, 0, sizeof(r_queries));
7229 r_qwskincache = NULL;
7230 r_qwskincache_size = 0;
7232 // clear out the r_skinframe state
7233 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7234 memset(&r_skinframe, 0, sizeof(r_skinframe));
7237 Mem_Free(r_svbsp.nodes);
7238 memset(&r_svbsp, 0, sizeof (r_svbsp));
7239 R_FreeTexturePool(&r_main_texturepool);
7240 loadingscreentexture = NULL;
7241 r_texture_blanknormalmap = NULL;
7242 r_texture_white = NULL;
7243 r_texture_grey128 = NULL;
7244 r_texture_black = NULL;
7245 r_texture_whitecube = NULL;
7246 r_texture_normalizationcube = NULL;
7247 r_texture_fogattenuation = NULL;
7248 r_texture_fogheighttexture = NULL;
7249 r_texture_gammaramps = NULL;
7250 r_texture_numcubemaps = 0;
7251 //r_texture_fogintensity = NULL;
7252 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7253 memset(&r_waterstate, 0, sizeof(r_waterstate));
7257 extern void CL_ParseEntityLump(char *entitystring);
7258 void gl_main_newmap(void)
7260 // FIXME: move this code to client
7261 char *entities, entname[MAX_QPATH];
7263 Mem_Free(r_qwskincache);
7264 r_qwskincache = NULL;
7265 r_qwskincache_size = 0;
7268 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7269 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7271 CL_ParseEntityLump(entities);
7275 if (cl.worldmodel->brush.entities)
7276 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7278 R_Main_FreeViewCache();
7280 R_FrameData_Reset();
7283 void GL_Main_Init(void)
7285 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7287 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7288 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7289 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7290 if (gamemode == GAME_NEHAHRA)
7292 Cvar_RegisterVariable (&gl_fogenable);
7293 Cvar_RegisterVariable (&gl_fogdensity);
7294 Cvar_RegisterVariable (&gl_fogred);
7295 Cvar_RegisterVariable (&gl_foggreen);
7296 Cvar_RegisterVariable (&gl_fogblue);
7297 Cvar_RegisterVariable (&gl_fogstart);
7298 Cvar_RegisterVariable (&gl_fogend);
7299 Cvar_RegisterVariable (&gl_skyclip);
7301 Cvar_RegisterVariable(&r_motionblur);
7302 Cvar_RegisterVariable(&r_motionblur_maxblur);
7303 Cvar_RegisterVariable(&r_motionblur_bmin);
7304 Cvar_RegisterVariable(&r_motionblur_vmin);
7305 Cvar_RegisterVariable(&r_motionblur_vmax);
7306 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7307 Cvar_RegisterVariable(&r_motionblur_randomize);
7308 Cvar_RegisterVariable(&r_damageblur);
7309 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7310 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7311 Cvar_RegisterVariable(&r_equalize_entities_by);
7312 Cvar_RegisterVariable(&r_equalize_entities_to);
7313 Cvar_RegisterVariable(&r_depthfirst);
7314 Cvar_RegisterVariable(&r_useinfinitefarclip);
7315 Cvar_RegisterVariable(&r_farclip_base);
7316 Cvar_RegisterVariable(&r_farclip_world);
7317 Cvar_RegisterVariable(&r_nearclip);
7318 Cvar_RegisterVariable(&r_showbboxes);
7319 Cvar_RegisterVariable(&r_showsurfaces);
7320 Cvar_RegisterVariable(&r_showtris);
7321 Cvar_RegisterVariable(&r_shownormals);
7322 Cvar_RegisterVariable(&r_showlighting);
7323 Cvar_RegisterVariable(&r_showshadowvolumes);
7324 Cvar_RegisterVariable(&r_showcollisionbrushes);
7325 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7326 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7327 Cvar_RegisterVariable(&r_showdisabledepthtest);
7328 Cvar_RegisterVariable(&r_drawportals);
7329 Cvar_RegisterVariable(&r_drawentities);
7330 Cvar_RegisterVariable(&r_draw2d);
7331 Cvar_RegisterVariable(&r_drawworld);
7332 Cvar_RegisterVariable(&r_cullentities_trace);
7333 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7334 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7335 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7336 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7337 Cvar_RegisterVariable(&r_drawviewmodel);
7338 Cvar_RegisterVariable(&r_drawexteriormodel);
7339 Cvar_RegisterVariable(&r_speeds);
7340 Cvar_RegisterVariable(&r_fullbrights);
7341 Cvar_RegisterVariable(&r_wateralpha);
7342 Cvar_RegisterVariable(&r_dynamic);
7343 Cvar_RegisterVariable(&r_fakelight);
7344 Cvar_RegisterVariable(&r_fakelight_intensity);
7345 Cvar_RegisterVariable(&r_fullbright);
7346 Cvar_RegisterVariable(&r_shadows);
7347 Cvar_RegisterVariable(&r_shadows_darken);
7348 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7349 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7350 Cvar_RegisterVariable(&r_shadows_throwdistance);
7351 Cvar_RegisterVariable(&r_shadows_throwdirection);
7352 Cvar_RegisterVariable(&r_shadows_focus);
7353 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7354 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7355 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7356 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7357 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7358 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7359 Cvar_RegisterVariable(&r_fog_exp2);
7360 Cvar_RegisterVariable(&r_drawfog);
7361 Cvar_RegisterVariable(&r_transparentdepthmasking);
7362 Cvar_RegisterVariable(&r_texture_dds_load);
7363 Cvar_RegisterVariable(&r_texture_dds_save);
7364 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7365 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7366 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7367 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7368 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7369 Cvar_RegisterVariable(&r_textureunits);
7370 Cvar_RegisterVariable(&gl_combine);
7371 Cvar_RegisterVariable(&r_glsl);
7372 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7373 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7374 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7375 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7376 Cvar_RegisterVariable(&r_glsl_postprocess);
7377 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7378 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7379 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7380 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7381 Cvar_RegisterVariable(&r_water);
7382 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7383 Cvar_RegisterVariable(&r_water_clippingplanebias);
7384 Cvar_RegisterVariable(&r_water_refractdistort);
7385 Cvar_RegisterVariable(&r_water_reflectdistort);
7386 Cvar_RegisterVariable(&r_water_scissormode);
7387 Cvar_RegisterVariable(&r_lerpsprites);
7388 Cvar_RegisterVariable(&r_lerpmodels);
7389 Cvar_RegisterVariable(&r_lerplightstyles);
7390 Cvar_RegisterVariable(&r_waterscroll);
7391 Cvar_RegisterVariable(&r_bloom);
7392 Cvar_RegisterVariable(&r_bloom_colorscale);
7393 Cvar_RegisterVariable(&r_bloom_brighten);
7394 Cvar_RegisterVariable(&r_bloom_blur);
7395 Cvar_RegisterVariable(&r_bloom_resolution);
7396 Cvar_RegisterVariable(&r_bloom_colorexponent);
7397 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7398 Cvar_RegisterVariable(&r_hdr);
7399 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7400 Cvar_RegisterVariable(&r_hdr_glowintensity);
7401 Cvar_RegisterVariable(&r_hdr_range);
7402 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7403 Cvar_RegisterVariable(&developer_texturelogging);
7404 Cvar_RegisterVariable(&gl_lightmaps);
7405 Cvar_RegisterVariable(&r_test);
7406 Cvar_RegisterVariable(&r_glsl_saturation);
7407 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7408 Cvar_RegisterVariable(&r_framedatasize);
7409 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7410 Cvar_SetValue("r_fullbrights", 0);
7411 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7413 Cvar_RegisterVariable(&r_track_sprites);
7414 Cvar_RegisterVariable(&r_track_sprites_flags);
7415 Cvar_RegisterVariable(&r_track_sprites_scalew);
7416 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7417 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7418 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7421 extern void R_Textures_Init(void);
7422 extern void GL_Draw_Init(void);
7423 extern void GL_Main_Init(void);
7424 extern void R_Shadow_Init(void);
7425 extern void R_Sky_Init(void);
7426 extern void GL_Surf_Init(void);
7427 extern void R_Particles_Init(void);
7428 extern void R_Explosion_Init(void);
7429 extern void gl_backend_init(void);
7430 extern void Sbar_Init(void);
7431 extern void R_LightningBeams_Init(void);
7432 extern void Mod_RenderInit(void);
7433 extern void Font_Init(void);
7435 void Render_Init(void)
7448 R_LightningBeams_Init();
7457 extern char *ENGINE_EXTENSIONS;
7460 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7461 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7462 gl_version = (const char *)qglGetString(GL_VERSION);
7463 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7467 if (!gl_platformextensions)
7468 gl_platformextensions = "";
7470 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7471 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7472 Con_Printf("GL_VERSION: %s\n", gl_version);
7473 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7474 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7476 VID_CheckExtensions();
7478 // LordHavoc: report supported extensions
7479 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7481 // clear to black (loading plaque will be seen over this)
7482 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7485 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7489 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7491 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7494 p = r_refdef.view.frustum + i;
7499 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7503 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7507 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7511 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7515 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7519 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7523 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7527 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7535 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7539 for (i = 0;i < numplanes;i++)
7546 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7550 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7554 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7558 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7562 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7566 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7570 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7574 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7582 //==================================================================================
7584 // LordHavoc: this stores temporary data used within the same frame
7586 qboolean r_framedata_failed;
7587 static size_t r_framedata_size;
7588 static size_t r_framedata_current;
7589 static void *r_framedata_base;
7591 void R_FrameData_Reset(void)
7593 if (r_framedata_base)
7594 Mem_Free(r_framedata_base);
7595 r_framedata_base = NULL;
7596 r_framedata_size = 0;
7597 r_framedata_current = 0;
7598 r_framedata_failed = false;
7601 void R_FrameData_NewFrame(void)
7604 if (r_framedata_failed)
7605 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7606 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7607 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7608 if (r_framedata_size != wantedsize)
7610 r_framedata_size = wantedsize;
7611 if (r_framedata_base)
7612 Mem_Free(r_framedata_base);
7613 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7615 r_framedata_current = 0;
7616 r_framedata_failed = false;
7619 void *R_FrameData_Alloc(size_t size)
7623 // align to 16 byte boundary
7624 size = (size + 15) & ~15;
7625 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7626 r_framedata_current += size;
7629 if (r_framedata_current > r_framedata_size)
7630 r_framedata_failed = true;
7632 // return NULL on everything after a failure
7633 if (r_framedata_failed)
7639 void *R_FrameData_Store(size_t size, void *data)
7641 void *d = R_FrameData_Alloc(size);
7643 memcpy(d, data, size);
7647 //==================================================================================
7649 // LordHavoc: animcache originally written by Echon, rewritten since then
7652 * Animation cache prevents re-generating mesh data for an animated model
7653 * multiple times in one frame for lighting, shadowing, reflections, etc.
7656 void R_AnimCache_Free(void)
7660 void R_AnimCache_ClearCache(void)
7663 entity_render_t *ent;
7665 for (i = 0;i < r_refdef.scene.numentities;i++)
7667 ent = r_refdef.scene.entities[i];
7668 ent->animcache_vertex3f = NULL;
7669 ent->animcache_normal3f = NULL;
7670 ent->animcache_svector3f = NULL;
7671 ent->animcache_tvector3f = NULL;
7672 ent->animcache_vertexposition = NULL;
7673 ent->animcache_vertexmesh = NULL;
7674 ent->animcache_vertexpositionbuffer = NULL;
7675 ent->animcache_vertexmeshbuffer = NULL;
7679 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7683 // identical memory layout, so no need to allocate...
7684 // this also provides the vertexposition structure to everything, e.g.
7685 // depth masked rendering currently uses it even if having separate
7687 // NOTE: get rid of this optimization if changing it to e.g. 4f
7688 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7691 // get rid of following uses of VERTEXPOSITION, change to the array:
7692 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7693 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7694 // R_DrawTextureSurfaceList_DepthOnly
7695 // R_Q1BSP_DrawShadowMap
7697 switch(vid.renderpath)
7699 case RENDERPATH_GL20:
7700 case RENDERPATH_CGGL:
7701 // need the meshbuffers if !gl_mesh_separatearrays.integer
7702 if (gl_mesh_separatearrays.integer)
7705 case RENDERPATH_D3D9:
7706 case RENDERPATH_D3D10:
7707 case RENDERPATH_D3D11:
7708 // always need the meshbuffers
7710 case RENDERPATH_GL13:
7711 case RENDERPATH_GL11:
7712 // never need the meshbuffers
7716 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7717 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7719 if (!ent->animcache_vertexposition)
7720 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7722 if (ent->animcache_vertexposition)
7725 for (i = 0;i < numvertices;i++)
7726 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7728 // TODO: upload vertex buffer?
7730 if (ent->animcache_vertexmesh)
7732 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7733 for (i = 0;i < numvertices;i++)
7734 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7735 if (ent->animcache_svector3f)
7736 for (i = 0;i < numvertices;i++)
7737 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7738 if (ent->animcache_tvector3f)
7739 for (i = 0;i < numvertices;i++)
7740 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7741 if (ent->animcache_normal3f)
7742 for (i = 0;i < numvertices;i++)
7743 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7744 // TODO: upload vertex buffer?
7748 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7750 dp_model_t *model = ent->model;
7752 // see if it's already cached this frame
7753 if (ent->animcache_vertex3f)
7755 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7756 if (wantnormals || wanttangents)
7758 if (ent->animcache_normal3f)
7759 wantnormals = false;
7760 if (ent->animcache_svector3f)
7761 wanttangents = false;
7762 if (wantnormals || wanttangents)
7764 numvertices = model->surfmesh.num_vertices;
7766 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7769 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7770 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7772 if (!r_framedata_failed)
7774 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7775 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7782 // see if this ent is worth caching
7783 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7785 // get some memory for this entity and generate mesh data
7786 numvertices = model->surfmesh.num_vertices;
7787 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7789 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7792 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7793 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7795 if (!r_framedata_failed)
7797 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7798 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7801 return !r_framedata_failed;
7804 void R_AnimCache_CacheVisibleEntities(void)
7807 qboolean wantnormals = true;
7808 qboolean wanttangents = !r_showsurfaces.integer;
7810 switch(vid.renderpath)
7812 case RENDERPATH_GL20:
7813 case RENDERPATH_CGGL:
7814 case RENDERPATH_D3D9:
7815 case RENDERPATH_D3D10:
7816 case RENDERPATH_D3D11:
7818 case RENDERPATH_GL13:
7819 case RENDERPATH_GL11:
7820 wanttangents = false;
7824 if (r_shownormals.integer)
7825 wanttangents = wantnormals = true;
7827 // TODO: thread this
7828 // NOTE: R_PrepareRTLights() also caches entities
7830 for (i = 0;i < r_refdef.scene.numentities;i++)
7831 if (r_refdef.viewcache.entityvisible[i])
7832 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7835 //==================================================================================
7837 static void R_View_UpdateEntityLighting (void)
7840 entity_render_t *ent;
7841 vec3_t tempdiffusenormal, avg;
7842 vec_t f, fa, fd, fdd;
7843 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7845 for (i = 0;i < r_refdef.scene.numentities;i++)
7847 ent = r_refdef.scene.entities[i];
7849 // skip unseen models
7850 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7854 if (ent->model && ent->model->brush.num_leafs)
7856 // TODO: use modellight for r_ambient settings on world?
7857 VectorSet(ent->modellight_ambient, 0, 0, 0);
7858 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7859 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7863 // fetch the lighting from the worldmodel data
7864 VectorClear(ent->modellight_ambient);
7865 VectorClear(ent->modellight_diffuse);
7866 VectorClear(tempdiffusenormal);
7867 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7870 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7872 // complete lightning for lit sprites
7873 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7874 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7876 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7877 org[2] = org[2] + r_overheadsprites_pushback.value;
7878 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, true, true);
7881 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7883 if(ent->flags & RENDER_EQUALIZE)
7885 // first fix up ambient lighting...
7886 if(r_equalize_entities_minambient.value > 0)
7888 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7891 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7892 if(fa < r_equalize_entities_minambient.value * fd)
7895 // fa'/fd' = minambient
7896 // fa'+0.25*fd' = fa+0.25*fd
7898 // fa' = fd' * minambient
7899 // fd'*(0.25+minambient) = fa+0.25*fd
7901 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7902 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7904 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7905 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
7906 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7907 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7912 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7914 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7915 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7918 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7919 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7920 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7926 VectorSet(ent->modellight_ambient, 1, 1, 1);
7928 // move the light direction into modelspace coordinates for lighting code
7929 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7930 if(VectorLength2(ent->modellight_lightdir) == 0)
7931 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7932 VectorNormalize(ent->modellight_lightdir);
7936 #define MAX_LINEOFSIGHTTRACES 64
7938 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7941 vec3_t boxmins, boxmaxs;
7944 dp_model_t *model = r_refdef.scene.worldmodel;
7946 if (!model || !model->brush.TraceLineOfSight)
7949 // expand the box a little
7950 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7951 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7952 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7953 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7954 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7955 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7957 // return true if eye is inside enlarged box
7958 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7962 VectorCopy(eye, start);
7963 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7964 if (model->brush.TraceLineOfSight(model, start, end))
7967 // try various random positions
7968 for (i = 0;i < numsamples;i++)
7970 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7971 if (model->brush.TraceLineOfSight(model, start, end))
7979 static void R_View_UpdateEntityVisible (void)
7984 entity_render_t *ent;
7986 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7987 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7988 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7989 : RENDER_EXTERIORMODEL;
7990 if (!r_drawviewmodel.integer)
7991 renderimask |= RENDER_VIEWMODEL;
7992 if (!r_drawexteriormodel.integer)
7993 renderimask |= RENDER_EXTERIORMODEL;
7994 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7996 // worldmodel can check visibility
7997 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7998 for (i = 0;i < r_refdef.scene.numentities;i++)
8000 ent = r_refdef.scene.entities[i];
8001 if (!(ent->flags & renderimask))
8002 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
8003 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))
8004 r_refdef.viewcache.entityvisible[i] = true;
8006 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8007 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8009 for (i = 0;i < r_refdef.scene.numentities;i++)
8011 ent = r_refdef.scene.entities[i];
8012 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8014 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8016 continue; // temp entities do pvs only
8017 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8018 ent->last_trace_visibility = realtime;
8019 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8020 r_refdef.viewcache.entityvisible[i] = 0;
8027 // no worldmodel or it can't check visibility
8028 for (i = 0;i < r_refdef.scene.numentities;i++)
8030 ent = r_refdef.scene.entities[i];
8031 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));
8036 /// only used if skyrendermasked, and normally returns false
8037 int R_DrawBrushModelsSky (void)
8040 entity_render_t *ent;
8043 for (i = 0;i < r_refdef.scene.numentities;i++)
8045 if (!r_refdef.viewcache.entityvisible[i])
8047 ent = r_refdef.scene.entities[i];
8048 if (!ent->model || !ent->model->DrawSky)
8050 ent->model->DrawSky(ent);
8056 static void R_DrawNoModel(entity_render_t *ent);
8057 static void R_DrawModels(void)
8060 entity_render_t *ent;
8062 for (i = 0;i < r_refdef.scene.numentities;i++)
8064 if (!r_refdef.viewcache.entityvisible[i])
8066 ent = r_refdef.scene.entities[i];
8067 r_refdef.stats.entities++;
8068 if (ent->model && ent->model->Draw != NULL)
8069 ent->model->Draw(ent);
8075 static void R_DrawModelsDepth(void)
8078 entity_render_t *ent;
8080 for (i = 0;i < r_refdef.scene.numentities;i++)
8082 if (!r_refdef.viewcache.entityvisible[i])
8084 ent = r_refdef.scene.entities[i];
8085 if (ent->model && ent->model->DrawDepth != NULL)
8086 ent->model->DrawDepth(ent);
8090 static void R_DrawModelsDebug(void)
8093 entity_render_t *ent;
8095 for (i = 0;i < r_refdef.scene.numentities;i++)
8097 if (!r_refdef.viewcache.entityvisible[i])
8099 ent = r_refdef.scene.entities[i];
8100 if (ent->model && ent->model->DrawDebug != NULL)
8101 ent->model->DrawDebug(ent);
8105 static void R_DrawModelsAddWaterPlanes(void)
8108 entity_render_t *ent;
8110 for (i = 0;i < r_refdef.scene.numentities;i++)
8112 if (!r_refdef.viewcache.entityvisible[i])
8114 ent = r_refdef.scene.entities[i];
8115 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8116 ent->model->DrawAddWaterPlanes(ent);
8120 static void R_View_SetFrustum(const int *scissor)
8123 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8124 vec3_t forward, left, up, origin, v;
8128 // flipped x coordinates (because x points left here)
8129 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8130 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8132 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8133 switch(vid.renderpath)
8135 case RENDERPATH_D3D9:
8136 case RENDERPATH_D3D10:
8137 case RENDERPATH_D3D11:
8138 // non-flipped y coordinates
8139 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8140 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8142 case RENDERPATH_GL11:
8143 case RENDERPATH_GL13:
8144 case RENDERPATH_GL20:
8145 case RENDERPATH_CGGL:
8146 // non-flipped y coordinates
8147 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8148 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8153 // we can't trust r_refdef.view.forward and friends in reflected scenes
8154 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8157 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8158 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8159 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8160 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8161 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8162 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8163 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8164 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8165 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8166 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8167 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8168 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8172 zNear = r_refdef.nearclip;
8173 nudge = 1.0 - 1.0 / (1<<23);
8174 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8175 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8176 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8177 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8178 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8179 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8180 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8181 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8187 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8188 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8189 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8190 r_refdef.view.frustum[0].dist = m[15] - m[12];
8192 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8193 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8194 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8195 r_refdef.view.frustum[1].dist = m[15] + m[12];
8197 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8198 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8199 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8200 r_refdef.view.frustum[2].dist = m[15] - m[13];
8202 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8203 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8204 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8205 r_refdef.view.frustum[3].dist = m[15] + m[13];
8207 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8208 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8209 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8210 r_refdef.view.frustum[4].dist = m[15] - m[14];
8212 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8213 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8214 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8215 r_refdef.view.frustum[5].dist = m[15] + m[14];
8218 if (r_refdef.view.useperspective)
8220 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8221 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8222 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8223 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8224 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8226 // then the normals from the corners relative to origin
8227 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8228 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8229 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8230 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8232 // in a NORMAL view, forward cross left == up
8233 // in a REFLECTED view, forward cross left == down
8234 // so our cross products above need to be adjusted for a left handed coordinate system
8235 CrossProduct(forward, left, v);
8236 if(DotProduct(v, up) < 0)
8238 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8239 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8240 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8241 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8244 // Leaving those out was a mistake, those were in the old code, and they
8245 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8246 // I couldn't reproduce it after adding those normalizations. --blub
8247 VectorNormalize(r_refdef.view.frustum[0].normal);
8248 VectorNormalize(r_refdef.view.frustum[1].normal);
8249 VectorNormalize(r_refdef.view.frustum[2].normal);
8250 VectorNormalize(r_refdef.view.frustum[3].normal);
8252 // make the corners absolute
8253 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8254 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8255 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8256 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8259 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8269 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8270 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8271 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8272 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8273 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8274 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8275 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8276 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8277 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8278 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8280 r_refdef.view.numfrustumplanes = 5;
8282 if (r_refdef.view.useclipplane)
8284 r_refdef.view.numfrustumplanes = 6;
8285 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8288 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8289 PlaneClassify(r_refdef.view.frustum + i);
8291 // LordHavoc: note to all quake engine coders, Quake had a special case
8292 // for 90 degrees which assumed a square view (wrong), so I removed it,
8293 // Quake2 has it disabled as well.
8295 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8296 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8297 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8298 //PlaneClassify(&frustum[0]);
8300 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8301 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8302 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8303 //PlaneClassify(&frustum[1]);
8305 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8306 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8307 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8308 //PlaneClassify(&frustum[2]);
8310 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8311 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8312 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8313 //PlaneClassify(&frustum[3]);
8316 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8317 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8318 //PlaneClassify(&frustum[4]);
8321 void R_View_UpdateWithScissor(const int *myscissor)
8323 R_Main_ResizeViewCache();
8324 R_View_SetFrustum(myscissor);
8325 R_View_WorldVisibility(r_refdef.view.useclipplane);
8326 R_View_UpdateEntityVisible();
8327 R_View_UpdateEntityLighting();
8330 void R_View_Update(void)
8332 R_Main_ResizeViewCache();
8333 R_View_SetFrustum(NULL);
8334 R_View_WorldVisibility(r_refdef.view.useclipplane);
8335 R_View_UpdateEntityVisible();
8336 R_View_UpdateEntityLighting();
8339 void R_SetupView(qboolean allowwaterclippingplane)
8341 const float *customclipplane = NULL;
8343 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8345 // LordHavoc: couldn't figure out how to make this approach the
8346 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8347 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8348 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8349 dist = r_refdef.view.clipplane.dist;
8350 plane[0] = r_refdef.view.clipplane.normal[0];
8351 plane[1] = r_refdef.view.clipplane.normal[1];
8352 plane[2] = r_refdef.view.clipplane.normal[2];
8354 customclipplane = plane;
8357 if (!r_refdef.view.useperspective)
8358 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);
8359 else if (vid.stencil && r_useinfinitefarclip.integer)
8360 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);
8362 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);
8363 R_SetViewport(&r_refdef.view.viewport);
8366 void R_EntityMatrix(const matrix4x4_t *matrix)
8368 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8370 gl_modelmatrixchanged = false;
8371 gl_modelmatrix = *matrix;
8372 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8373 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8374 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8375 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8377 switch(vid.renderpath)
8379 case RENDERPATH_D3D9:
8381 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8382 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8385 case RENDERPATH_D3D10:
8386 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8388 case RENDERPATH_D3D11:
8389 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8391 case RENDERPATH_GL20:
8392 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8393 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8394 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8396 case RENDERPATH_CGGL:
8399 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8400 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8401 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8404 case RENDERPATH_GL13:
8405 case RENDERPATH_GL11:
8406 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8412 void R_ResetViewRendering2D(void)
8414 r_viewport_t viewport;
8417 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8418 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);
8419 R_SetViewport(&viewport);
8420 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8421 GL_Color(1, 1, 1, 1);
8422 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8423 GL_BlendFunc(GL_ONE, GL_ZERO);
8424 GL_AlphaTest(false);
8425 GL_ScissorTest(false);
8426 GL_DepthMask(false);
8427 GL_DepthRange(0, 1);
8428 GL_DepthTest(false);
8429 GL_DepthFunc(GL_LEQUAL);
8430 R_EntityMatrix(&identitymatrix);
8431 R_Mesh_ResetTextureState();
8432 GL_PolygonOffset(0, 0);
8433 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8434 switch(vid.renderpath)
8436 case RENDERPATH_GL11:
8437 case RENDERPATH_GL13:
8438 case RENDERPATH_GL20:
8439 case RENDERPATH_CGGL:
8440 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8442 case RENDERPATH_D3D9:
8443 case RENDERPATH_D3D10:
8444 case RENDERPATH_D3D11:
8447 GL_CullFace(GL_NONE);
8450 void R_ResetViewRendering3D(void)
8455 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8456 GL_Color(1, 1, 1, 1);
8457 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8458 GL_BlendFunc(GL_ONE, GL_ZERO);
8459 GL_AlphaTest(false);
8460 GL_ScissorTest(true);
8462 GL_DepthRange(0, 1);
8464 GL_DepthFunc(GL_LEQUAL);
8465 R_EntityMatrix(&identitymatrix);
8466 R_Mesh_ResetTextureState();
8467 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8468 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8469 switch(vid.renderpath)
8471 case RENDERPATH_GL11:
8472 case RENDERPATH_GL13:
8473 case RENDERPATH_GL20:
8474 case RENDERPATH_CGGL:
8475 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8477 case RENDERPATH_D3D9:
8478 case RENDERPATH_D3D10:
8479 case RENDERPATH_D3D11:
8482 GL_CullFace(r_refdef.view.cullface_back);
8487 R_RenderView_UpdateViewVectors
8490 static void R_RenderView_UpdateViewVectors(void)
8492 // break apart the view matrix into vectors for various purposes
8493 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8494 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8495 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8496 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8497 // make an inverted copy of the view matrix for tracking sprites
8498 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8501 void R_RenderScene(void);
8502 void R_RenderWaterPlanes(void);
8504 static void R_Water_StartFrame(void)
8507 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8508 r_waterstate_waterplane_t *p;
8510 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8513 switch(vid.renderpath)
8515 case RENDERPATH_GL20:
8516 case RENDERPATH_CGGL:
8517 case RENDERPATH_D3D9:
8518 case RENDERPATH_D3D10:
8519 case RENDERPATH_D3D11:
8521 case RENDERPATH_GL13:
8522 case RENDERPATH_GL11:
8526 // set waterwidth and waterheight to the water resolution that will be
8527 // used (often less than the screen resolution for faster rendering)
8528 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8529 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8531 // calculate desired texture sizes
8532 // can't use water if the card does not support the texture size
8533 if (!r_water.integer || r_showsurfaces.integer)
8534 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8535 else if (vid.support.arb_texture_non_power_of_two)
8537 texturewidth = waterwidth;
8538 textureheight = waterheight;
8539 camerawidth = waterwidth;
8540 cameraheight = waterheight;
8544 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8545 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8546 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8547 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8550 // allocate textures as needed
8551 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8553 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8554 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8556 if (p->texture_refraction)
8557 R_FreeTexture(p->texture_refraction);
8558 p->texture_refraction = NULL;
8559 if (p->texture_reflection)
8560 R_FreeTexture(p->texture_reflection);
8561 p->texture_reflection = NULL;
8562 if (p->texture_camera)
8563 R_FreeTexture(p->texture_camera);
8564 p->texture_camera = NULL;
8566 memset(&r_waterstate, 0, sizeof(r_waterstate));
8567 r_waterstate.texturewidth = texturewidth;
8568 r_waterstate.textureheight = textureheight;
8569 r_waterstate.camerawidth = camerawidth;
8570 r_waterstate.cameraheight = cameraheight;
8573 if (r_waterstate.texturewidth)
8575 r_waterstate.enabled = true;
8577 // when doing a reduced render (HDR) we want to use a smaller area
8578 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8579 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8581 // set up variables that will be used in shader setup
8582 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8583 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8584 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8585 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8588 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8589 r_waterstate.numwaterplanes = 0;
8592 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8594 int triangleindex, planeindex;
8600 r_waterstate_waterplane_t *p;
8601 texture_t *t = R_GetCurrentTexture(surface->texture);
8603 // just use the first triangle with a valid normal for any decisions
8604 VectorClear(normal);
8605 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8607 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8608 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8609 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8610 TriangleNormal(vert[0], vert[1], vert[2], normal);
8611 if (VectorLength2(normal) >= 0.001)
8615 VectorCopy(normal, plane.normal);
8616 VectorNormalize(plane.normal);
8617 plane.dist = DotProduct(vert[0], plane.normal);
8618 PlaneClassify(&plane);
8619 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8621 // skip backfaces (except if nocullface is set)
8622 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8624 VectorNegate(plane.normal, plane.normal);
8626 PlaneClassify(&plane);
8630 // find a matching plane if there is one
8631 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8632 if(p->camera_entity == t->camera_entity)
8633 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8635 if (planeindex >= r_waterstate.maxwaterplanes)
8636 return; // nothing we can do, out of planes
8638 // if this triangle does not fit any known plane rendered this frame, add one
8639 if (planeindex >= r_waterstate.numwaterplanes)
8641 // store the new plane
8642 r_waterstate.numwaterplanes++;
8644 // clear materialflags and pvs
8645 p->materialflags = 0;
8646 p->pvsvalid = false;
8647 p->camera_entity = t->camera_entity;
8648 VectorCopy(surface->mins, p->mins);
8649 VectorCopy(surface->maxs, p->maxs);
8654 p->mins[0] = min(p->mins[0], surface->mins[0]);
8655 p->mins[1] = min(p->mins[1], surface->mins[1]);
8656 p->mins[2] = min(p->mins[2], surface->mins[2]);
8657 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8658 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8659 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8661 // merge this surface's materialflags into the waterplane
8662 p->materialflags |= t->currentmaterialflags;
8663 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8665 // merge this surface's PVS into the waterplane
8666 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8667 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8668 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8670 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8676 static void R_Water_ProcessPlanes(void)
8679 r_refdef_view_t originalview;
8680 r_refdef_view_t myview;
8682 r_waterstate_waterplane_t *p;
8685 originalview = r_refdef.view;
8687 // make sure enough textures are allocated
8688 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8690 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8692 if (!p->texture_refraction)
8693 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8694 if (!p->texture_refraction)
8697 else if (p->materialflags & MATERIALFLAG_CAMERA)
8699 if (!p->texture_camera)
8700 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8701 if (!p->texture_camera)
8705 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8707 if (!p->texture_reflection)
8708 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8709 if (!p->texture_reflection)
8715 r_refdef.view = originalview;
8716 r_refdef.view.showdebug = false;
8717 r_refdef.view.width = r_waterstate.waterwidth;
8718 r_refdef.view.height = r_waterstate.waterheight;
8719 r_refdef.view.useclipplane = true;
8720 myview = r_refdef.view;
8721 r_waterstate.renderingscene = true;
8722 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8724 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8726 r_refdef.view = myview;
8727 if(r_water_scissormode.integer)
8730 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8731 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8734 // render reflected scene and copy into texture
8735 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8736 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8737 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8738 r_refdef.view.clipplane = p->plane;
8740 // reverse the cullface settings for this render
8741 r_refdef.view.cullface_front = GL_FRONT;
8742 r_refdef.view.cullface_back = GL_BACK;
8743 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8745 r_refdef.view.usecustompvs = true;
8747 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8749 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8752 R_ResetViewRendering3D();
8753 R_ClearScreen(r_refdef.fogenabled);
8754 if(r_water_scissormode.integer & 2)
8755 R_View_UpdateWithScissor(myscissor);
8758 if(r_water_scissormode.integer & 1)
8759 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8762 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);
8765 // render the normal view scene and copy into texture
8766 // (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)
8767 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8769 r_refdef.view = myview;
8770 if(r_water_scissormode.integer)
8773 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8774 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8777 r_waterstate.renderingrefraction = true;
8779 r_refdef.view.clipplane = p->plane;
8780 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8781 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8783 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8785 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8786 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8787 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8788 R_RenderView_UpdateViewVectors();
8789 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8791 r_refdef.view.usecustompvs = true;
8792 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8796 PlaneClassify(&r_refdef.view.clipplane);
8798 R_ResetViewRendering3D();
8799 R_ClearScreen(r_refdef.fogenabled);
8800 if(r_water_scissormode.integer & 2)
8801 R_View_UpdateWithScissor(myscissor);
8804 if(r_water_scissormode.integer & 1)
8805 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8808 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);
8809 r_waterstate.renderingrefraction = false;
8811 else if (p->materialflags & MATERIALFLAG_CAMERA)
8813 r_refdef.view = myview;
8815 r_refdef.view.clipplane = p->plane;
8816 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8817 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8819 r_refdef.view.width = r_waterstate.camerawidth;
8820 r_refdef.view.height = r_waterstate.cameraheight;
8821 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8822 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8824 if(p->camera_entity)
8826 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8827 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8830 // note: all of the view is used for displaying... so
8831 // there is no use in scissoring
8833 // reverse the cullface settings for this render
8834 r_refdef.view.cullface_front = GL_FRONT;
8835 r_refdef.view.cullface_back = GL_BACK;
8836 // also reverse the view matrix
8837 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8838 R_RenderView_UpdateViewVectors();
8839 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8841 r_refdef.view.usecustompvs = true;
8842 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8845 // camera needs no clipplane
8846 r_refdef.view.useclipplane = false;
8848 PlaneClassify(&r_refdef.view.clipplane);
8850 R_ResetViewRendering3D();
8851 R_ClearScreen(r_refdef.fogenabled);
8855 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8856 r_waterstate.renderingrefraction = false;
8860 r_waterstate.renderingscene = false;
8861 r_refdef.view = originalview;
8862 R_ResetViewRendering3D();
8863 R_ClearScreen(r_refdef.fogenabled);
8867 r_refdef.view = originalview;
8868 r_waterstate.renderingscene = false;
8869 Cvar_SetValueQuick(&r_water, 0);
8870 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8874 void R_Bloom_StartFrame(void)
8876 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8878 switch(vid.renderpath)
8880 case RENDERPATH_GL20:
8881 case RENDERPATH_CGGL:
8882 case RENDERPATH_D3D9:
8883 case RENDERPATH_D3D10:
8884 case RENDERPATH_D3D11:
8886 case RENDERPATH_GL13:
8887 case RENDERPATH_GL11:
8891 // set bloomwidth and bloomheight to the bloom resolution that will be
8892 // used (often less than the screen resolution for faster rendering)
8893 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8894 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8895 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8896 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8897 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8899 // calculate desired texture sizes
8900 if (vid.support.arb_texture_non_power_of_two)
8902 screentexturewidth = r_refdef.view.width;
8903 screentextureheight = r_refdef.view.height;
8904 bloomtexturewidth = r_bloomstate.bloomwidth;
8905 bloomtextureheight = r_bloomstate.bloomheight;
8909 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8910 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8911 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8912 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8915 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))
8917 Cvar_SetValueQuick(&r_hdr, 0);
8918 Cvar_SetValueQuick(&r_bloom, 0);
8919 Cvar_SetValueQuick(&r_motionblur, 0);
8920 Cvar_SetValueQuick(&r_damageblur, 0);
8923 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)))
8924 screentexturewidth = screentextureheight = 0;
8925 if (!r_hdr.integer && !r_bloom.integer)
8926 bloomtexturewidth = bloomtextureheight = 0;
8928 // allocate textures as needed
8929 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8931 if (r_bloomstate.texture_screen)
8932 R_FreeTexture(r_bloomstate.texture_screen);
8933 r_bloomstate.texture_screen = NULL;
8934 r_bloomstate.screentexturewidth = screentexturewidth;
8935 r_bloomstate.screentextureheight = screentextureheight;
8936 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8937 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8939 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8941 if (r_bloomstate.texture_bloom)
8942 R_FreeTexture(r_bloomstate.texture_bloom);
8943 r_bloomstate.texture_bloom = NULL;
8944 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8945 r_bloomstate.bloomtextureheight = bloomtextureheight;
8946 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8947 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8950 // when doing a reduced render (HDR) we want to use a smaller area
8951 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8952 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8953 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8954 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8955 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8957 // set up a texcoord array for the full resolution screen image
8958 // (we have to keep this around to copy back during final render)
8959 r_bloomstate.screentexcoord2f[0] = 0;
8960 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8961 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8962 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8963 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8964 r_bloomstate.screentexcoord2f[5] = 0;
8965 r_bloomstate.screentexcoord2f[6] = 0;
8966 r_bloomstate.screentexcoord2f[7] = 0;
8968 // set up a texcoord array for the reduced resolution bloom image
8969 // (which will be additive blended over the screen image)
8970 r_bloomstate.bloomtexcoord2f[0] = 0;
8971 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8972 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8973 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8974 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8975 r_bloomstate.bloomtexcoord2f[5] = 0;
8976 r_bloomstate.bloomtexcoord2f[6] = 0;
8977 r_bloomstate.bloomtexcoord2f[7] = 0;
8979 switch(vid.renderpath)
8981 case RENDERPATH_GL11:
8982 case RENDERPATH_GL13:
8983 case RENDERPATH_GL20:
8984 case RENDERPATH_CGGL:
8986 case RENDERPATH_D3D9:
8987 case RENDERPATH_D3D10:
8988 case RENDERPATH_D3D11:
8991 for (i = 0;i < 4;i++)
8993 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8994 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8995 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8996 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9002 if (r_hdr.integer || r_bloom.integer)
9004 r_bloomstate.enabled = true;
9005 r_bloomstate.hdr = r_hdr.integer != 0;
9008 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);
9011 void R_Bloom_CopyBloomTexture(float colorscale)
9013 r_refdef.stats.bloom++;
9015 // scale down screen texture to the bloom texture size
9017 R_SetViewport(&r_bloomstate.viewport);
9018 GL_BlendFunc(GL_ONE, GL_ZERO);
9019 GL_Color(colorscale, colorscale, colorscale, 1);
9020 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9021 switch(vid.renderpath)
9023 case RENDERPATH_GL11:
9024 case RENDERPATH_GL13:
9025 case RENDERPATH_GL20:
9026 case RENDERPATH_CGGL:
9027 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9029 case RENDERPATH_D3D9:
9030 case RENDERPATH_D3D10:
9031 case RENDERPATH_D3D11:
9032 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9035 // TODO: do boxfilter scale-down in shader?
9036 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9037 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9038 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9040 // we now have a bloom image in the framebuffer
9041 // copy it into the bloom image texture for later processing
9042 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);
9043 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9046 void R_Bloom_CopyHDRTexture(void)
9048 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);
9049 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9052 void R_Bloom_MakeTexture(void)
9055 float xoffset, yoffset, r, brighten;
9057 r_refdef.stats.bloom++;
9059 R_ResetViewRendering2D();
9061 // we have a bloom image in the framebuffer
9063 R_SetViewport(&r_bloomstate.viewport);
9065 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9068 r = bound(0, r_bloom_colorexponent.value / x, 1);
9069 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9071 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9072 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9073 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9074 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9076 // copy the vertically blurred bloom view to a texture
9077 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);
9078 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9081 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9082 brighten = r_bloom_brighten.value;
9084 brighten *= r_hdr_range.value;
9085 brighten = sqrt(brighten);
9087 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9088 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9090 for (dir = 0;dir < 2;dir++)
9092 // blend on at multiple vertical offsets to achieve a vertical blur
9093 // TODO: do offset blends using GLSL
9094 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9095 GL_BlendFunc(GL_ONE, GL_ZERO);
9096 for (x = -range;x <= range;x++)
9098 if (!dir){xoffset = 0;yoffset = x;}
9099 else {xoffset = x;yoffset = 0;}
9100 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9101 yoffset /= (float)r_bloomstate.bloomtextureheight;
9102 // compute a texcoord array with the specified x and y offset
9103 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9104 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9105 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9106 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9107 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9108 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9109 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9110 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9111 // this r value looks like a 'dot' particle, fading sharply to
9112 // black at the edges
9113 // (probably not realistic but looks good enough)
9114 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9115 //r = brighten/(range*2+1);
9116 r = brighten / (range * 2 + 1);
9118 r *= (1 - x*x/(float)(range*range));
9119 GL_Color(r, r, r, 1);
9120 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9121 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9122 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9123 GL_BlendFunc(GL_ONE, GL_ONE);
9126 // copy the vertically blurred bloom view to a texture
9127 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);
9128 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9132 void R_HDR_RenderBloomTexture(void)
9134 int oldwidth, oldheight;
9135 float oldcolorscale;
9137 oldcolorscale = r_refdef.view.colorscale;
9138 oldwidth = r_refdef.view.width;
9139 oldheight = r_refdef.view.height;
9140 r_refdef.view.width = r_bloomstate.bloomwidth;
9141 r_refdef.view.height = r_bloomstate.bloomheight;
9143 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9144 // TODO: add exposure compensation features
9145 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9147 r_refdef.view.showdebug = false;
9148 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9150 R_ResetViewRendering3D();
9152 R_ClearScreen(r_refdef.fogenabled);
9153 if (r_timereport_active)
9154 R_TimeReport("HDRclear");
9157 if (r_timereport_active)
9158 R_TimeReport("visibility");
9160 // only do secondary renders with HDR if r_hdr is 2 or higher
9161 r_waterstate.numwaterplanes = 0;
9162 if (r_waterstate.enabled && r_hdr.integer >= 2)
9163 R_RenderWaterPlanes();
9165 r_refdef.view.showdebug = true;
9167 r_waterstate.numwaterplanes = 0;
9169 R_ResetViewRendering2D();
9171 R_Bloom_CopyHDRTexture();
9172 R_Bloom_MakeTexture();
9174 // restore the view settings
9175 r_refdef.view.width = oldwidth;
9176 r_refdef.view.height = oldheight;
9177 r_refdef.view.colorscale = oldcolorscale;
9179 R_ResetViewRendering3D();
9181 R_ClearScreen(r_refdef.fogenabled);
9182 if (r_timereport_active)
9183 R_TimeReport("viewclear");
9186 static void R_BlendView(void)
9188 unsigned int permutation;
9189 float uservecs[4][4];
9191 switch (vid.renderpath)
9193 case RENDERPATH_GL20:
9194 case RENDERPATH_CGGL:
9195 case RENDERPATH_D3D9:
9196 case RENDERPATH_D3D10:
9197 case RENDERPATH_D3D11:
9199 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9200 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9201 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9202 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9203 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9205 if (r_bloomstate.texture_screen)
9207 // make sure the buffer is available
9208 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9210 R_ResetViewRendering2D();
9212 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9214 // declare variables
9216 static float avgspeed;
9218 speed = VectorLength(cl.movement_velocity);
9220 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9221 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9223 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9224 speed = bound(0, speed, 1);
9225 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9227 // calculate values into a standard alpha
9228 cl.motionbluralpha = 1 - exp(-
9230 (r_motionblur.value * speed / 80)
9232 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9235 max(0.0001, cl.time - cl.oldtime) // fps independent
9238 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9239 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9241 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9243 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9244 GL_Color(1, 1, 1, cl.motionbluralpha);
9245 switch(vid.renderpath)
9247 case RENDERPATH_GL11:
9248 case RENDERPATH_GL13:
9249 case RENDERPATH_GL20:
9250 case RENDERPATH_CGGL:
9251 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9253 case RENDERPATH_D3D9:
9254 case RENDERPATH_D3D10:
9255 case RENDERPATH_D3D11:
9256 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9259 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9260 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9261 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9265 // copy view into the screen texture
9266 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);
9267 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9269 else if (!r_bloomstate.texture_bloom)
9271 // we may still have to do view tint...
9272 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9274 // apply a color tint to the whole view
9275 R_ResetViewRendering2D();
9276 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9277 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9278 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9280 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9282 break; // no screen processing, no bloom, skip it
9285 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9287 // render simple bloom effect
9288 // copy the screen and shrink it and darken it for the bloom process
9289 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9290 // make the bloom texture
9291 R_Bloom_MakeTexture();
9294 #if _MSC_VER >= 1400
9295 #define sscanf sscanf_s
9297 memset(uservecs, 0, sizeof(uservecs));
9298 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9299 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9300 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9301 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9303 R_ResetViewRendering2D();
9304 GL_Color(1, 1, 1, 1);
9305 GL_BlendFunc(GL_ONE, GL_ZERO);
9307 switch(vid.renderpath)
9309 case RENDERPATH_GL20:
9310 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9311 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9312 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9313 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9314 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9315 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]);
9316 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9317 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]);
9318 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]);
9319 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]);
9320 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]);
9321 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9322 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9323 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9325 case RENDERPATH_CGGL:
9327 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9328 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9329 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9330 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9331 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9332 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
9333 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9334 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
9335 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
9336 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
9337 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
9338 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9339 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9340 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9343 case RENDERPATH_D3D9:
9345 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9346 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9347 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9348 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9349 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9350 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9351 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9352 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9353 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9354 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9355 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9356 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9357 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9358 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9359 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9362 case RENDERPATH_D3D10:
9363 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9365 case RENDERPATH_D3D11:
9366 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9371 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9372 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9374 case RENDERPATH_GL13:
9375 case RENDERPATH_GL11:
9376 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9378 // apply a color tint to the whole view
9379 R_ResetViewRendering2D();
9380 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9381 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9382 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9383 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9384 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9390 matrix4x4_t r_waterscrollmatrix;
9392 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9394 if (r_refdef.fog_density)
9396 r_refdef.fogcolor[0] = r_refdef.fog_red;
9397 r_refdef.fogcolor[1] = r_refdef.fog_green;
9398 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9400 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9401 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9402 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9403 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9407 VectorCopy(r_refdef.fogcolor, fogvec);
9408 // color.rgb *= ContrastBoost * SceneBrightness;
9409 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9410 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9411 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9412 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9417 void R_UpdateVariables(void)
9421 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9423 r_refdef.farclip = r_farclip_base.value;
9424 if (r_refdef.scene.worldmodel)
9425 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9426 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9428 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9429 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9430 r_refdef.polygonfactor = 0;
9431 r_refdef.polygonoffset = 0;
9432 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9433 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9435 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9436 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9437 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9438 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9439 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9440 if (FAKELIGHT_ENABLED)
9442 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9444 if (r_showsurfaces.integer)
9446 r_refdef.scene.rtworld = false;
9447 r_refdef.scene.rtworldshadows = false;
9448 r_refdef.scene.rtdlight = false;
9449 r_refdef.scene.rtdlightshadows = false;
9450 r_refdef.lightmapintensity = 0;
9453 if (gamemode == GAME_NEHAHRA)
9455 if (gl_fogenable.integer)
9457 r_refdef.oldgl_fogenable = true;
9458 r_refdef.fog_density = gl_fogdensity.value;
9459 r_refdef.fog_red = gl_fogred.value;
9460 r_refdef.fog_green = gl_foggreen.value;
9461 r_refdef.fog_blue = gl_fogblue.value;
9462 r_refdef.fog_alpha = 1;
9463 r_refdef.fog_start = 0;
9464 r_refdef.fog_end = gl_skyclip.value;
9465 r_refdef.fog_height = 1<<30;
9466 r_refdef.fog_fadedepth = 128;
9468 else if (r_refdef.oldgl_fogenable)
9470 r_refdef.oldgl_fogenable = false;
9471 r_refdef.fog_density = 0;
9472 r_refdef.fog_red = 0;
9473 r_refdef.fog_green = 0;
9474 r_refdef.fog_blue = 0;
9475 r_refdef.fog_alpha = 0;
9476 r_refdef.fog_start = 0;
9477 r_refdef.fog_end = 0;
9478 r_refdef.fog_height = 1<<30;
9479 r_refdef.fog_fadedepth = 128;
9483 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9484 r_refdef.fog_start = max(0, r_refdef.fog_start);
9485 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9487 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9489 if (r_refdef.fog_density && r_drawfog.integer)
9491 r_refdef.fogenabled = true;
9492 // this is the point where the fog reaches 0.9986 alpha, which we
9493 // consider a good enough cutoff point for the texture
9494 // (0.9986 * 256 == 255.6)
9495 if (r_fog_exp2.integer)
9496 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9498 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9499 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9500 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9501 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9502 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9503 R_BuildFogHeightTexture();
9504 // fog color was already set
9505 // update the fog texture
9506 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)
9507 R_BuildFogTexture();
9508 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9509 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9512 r_refdef.fogenabled = false;
9514 switch(vid.renderpath)
9516 case RENDERPATH_GL20:
9517 case RENDERPATH_CGGL:
9518 case RENDERPATH_D3D9:
9519 case RENDERPATH_D3D10:
9520 case RENDERPATH_D3D11:
9521 if(v_glslgamma.integer && !vid_gammatables_trivial)
9523 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9525 // build GLSL gamma texture
9526 #define RAMPWIDTH 256
9527 unsigned short ramp[RAMPWIDTH * 3];
9528 unsigned char rampbgr[RAMPWIDTH][4];
9531 r_texture_gammaramps_serial = vid_gammatables_serial;
9533 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9534 for(i = 0; i < RAMPWIDTH; ++i)
9536 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9537 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9538 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9541 if (r_texture_gammaramps)
9543 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9547 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9553 // remove GLSL gamma texture
9556 case RENDERPATH_GL13:
9557 case RENDERPATH_GL11:
9562 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9563 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9569 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9570 if( scenetype != r_currentscenetype ) {
9571 // store the old scenetype
9572 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9573 r_currentscenetype = scenetype;
9574 // move in the new scene
9575 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9584 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9586 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9587 if( scenetype == r_currentscenetype ) {
9588 return &r_refdef.scene;
9590 return &r_scenes_store[ scenetype ];
9599 void R_RenderView(void)
9601 if (r_timereport_active)
9602 R_TimeReport("start");
9603 r_textureframe++; // used only by R_GetCurrentTexture
9604 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9606 if(R_CompileShader_CheckStaticParms())
9609 if (!r_drawentities.integer)
9610 r_refdef.scene.numentities = 0;
9612 R_AnimCache_ClearCache();
9613 R_FrameData_NewFrame();
9615 if (r_refdef.view.isoverlay)
9617 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9618 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9619 R_TimeReport("depthclear");
9621 r_refdef.view.showdebug = false;
9623 r_waterstate.enabled = false;
9624 r_waterstate.numwaterplanes = 0;
9632 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9633 return; //Host_Error ("R_RenderView: NULL worldmodel");
9635 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9637 R_RenderView_UpdateViewVectors();
9639 R_Shadow_UpdateWorldLightSelection();
9641 R_Bloom_StartFrame();
9642 R_Water_StartFrame();
9645 if (r_timereport_active)
9646 R_TimeReport("viewsetup");
9648 R_ResetViewRendering3D();
9650 if (r_refdef.view.clear || r_refdef.fogenabled)
9652 R_ClearScreen(r_refdef.fogenabled);
9653 if (r_timereport_active)
9654 R_TimeReport("viewclear");
9656 r_refdef.view.clear = true;
9658 // this produces a bloom texture to be used in R_BlendView() later
9659 if (r_hdr.integer && r_bloomstate.bloomwidth)
9661 R_HDR_RenderBloomTexture();
9662 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9663 r_textureframe++; // used only by R_GetCurrentTexture
9666 r_refdef.view.showdebug = true;
9669 if (r_timereport_active)
9670 R_TimeReport("visibility");
9672 r_waterstate.numwaterplanes = 0;
9673 if (r_waterstate.enabled)
9674 R_RenderWaterPlanes();
9677 r_waterstate.numwaterplanes = 0;
9680 if (r_timereport_active)
9681 R_TimeReport("blendview");
9683 GL_Scissor(0, 0, vid.width, vid.height);
9684 GL_ScissorTest(false);
9689 void R_RenderWaterPlanes(void)
9691 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9693 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9694 if (r_timereport_active)
9695 R_TimeReport("waterworld");
9698 // don't let sound skip if going slow
9699 if (r_refdef.scene.extraupdate)
9702 R_DrawModelsAddWaterPlanes();
9703 if (r_timereport_active)
9704 R_TimeReport("watermodels");
9706 if (r_waterstate.numwaterplanes)
9708 R_Water_ProcessPlanes();
9709 if (r_timereport_active)
9710 R_TimeReport("waterscenes");
9714 extern void R_DrawLightningBeams (void);
9715 extern void VM_CL_AddPolygonsToMeshQueue (void);
9716 extern void R_DrawPortals (void);
9717 extern cvar_t cl_locs_show;
9718 static void R_DrawLocs(void);
9719 static void R_DrawEntityBBoxes(void);
9720 static void R_DrawModelDecals(void);
9721 extern void R_DrawModelShadows(void);
9722 extern void R_DrawModelShadowMaps(void);
9723 extern cvar_t cl_decals_newsystem;
9724 extern qboolean r_shadow_usingdeferredprepass;
9725 void R_RenderScene(void)
9727 qboolean shadowmapping = false;
9729 if (r_timereport_active)
9730 R_TimeReport("beginscene");
9732 r_refdef.stats.renders++;
9736 // don't let sound skip if going slow
9737 if (r_refdef.scene.extraupdate)
9740 R_MeshQueue_BeginScene();
9744 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);
9746 if (r_timereport_active)
9747 R_TimeReport("skystartframe");
9749 if (cl.csqc_vidvars.drawworld)
9751 // don't let sound skip if going slow
9752 if (r_refdef.scene.extraupdate)
9755 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9757 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9758 if (r_timereport_active)
9759 R_TimeReport("worldsky");
9762 if (R_DrawBrushModelsSky() && r_timereport_active)
9763 R_TimeReport("bmodelsky");
9765 if (skyrendermasked && skyrenderlater)
9767 // we have to force off the water clipping plane while rendering sky
9771 if (r_timereport_active)
9772 R_TimeReport("sky");
9776 R_AnimCache_CacheVisibleEntities();
9777 if (r_timereport_active)
9778 R_TimeReport("animation");
9780 R_Shadow_PrepareLights();
9781 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9782 R_Shadow_PrepareModelShadows();
9783 if (r_timereport_active)
9784 R_TimeReport("preparelights");
9786 if (R_Shadow_ShadowMappingEnabled())
9787 shadowmapping = true;
9789 if (r_shadow_usingdeferredprepass)
9790 R_Shadow_DrawPrepass();
9792 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9794 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9795 if (r_timereport_active)
9796 R_TimeReport("worlddepth");
9798 if (r_depthfirst.integer >= 2)
9800 R_DrawModelsDepth();
9801 if (r_timereport_active)
9802 R_TimeReport("modeldepth");
9805 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9807 R_DrawModelShadowMaps();
9808 R_ResetViewRendering3D();
9809 // don't let sound skip if going slow
9810 if (r_refdef.scene.extraupdate)
9814 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9816 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9817 if (r_timereport_active)
9818 R_TimeReport("world");
9821 // don't let sound skip if going slow
9822 if (r_refdef.scene.extraupdate)
9826 if (r_timereport_active)
9827 R_TimeReport("models");
9829 // don't let sound skip if going slow
9830 if (r_refdef.scene.extraupdate)
9833 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9835 R_DrawModelShadows();
9836 R_ResetViewRendering3D();
9837 // don't let sound skip if going slow
9838 if (r_refdef.scene.extraupdate)
9842 if (!r_shadow_usingdeferredprepass)
9844 R_Shadow_DrawLights();
9845 if (r_timereport_active)
9846 R_TimeReport("rtlights");
9849 // don't let sound skip if going slow
9850 if (r_refdef.scene.extraupdate)
9853 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9855 R_DrawModelShadows();
9856 R_ResetViewRendering3D();
9857 // don't let sound skip if going slow
9858 if (r_refdef.scene.extraupdate)
9862 if (cl.csqc_vidvars.drawworld)
9864 if (cl_decals_newsystem.integer)
9866 R_DrawModelDecals();
9867 if (r_timereport_active)
9868 R_TimeReport("modeldecals");
9873 if (r_timereport_active)
9874 R_TimeReport("decals");
9878 if (r_timereport_active)
9879 R_TimeReport("particles");
9882 if (r_timereport_active)
9883 R_TimeReport("explosions");
9885 R_DrawLightningBeams();
9886 if (r_timereport_active)
9887 R_TimeReport("lightning");
9890 VM_CL_AddPolygonsToMeshQueue();
9892 if (r_refdef.view.showdebug)
9894 if (cl_locs_show.integer)
9897 if (r_timereport_active)
9898 R_TimeReport("showlocs");
9901 if (r_drawportals.integer)
9904 if (r_timereport_active)
9905 R_TimeReport("portals");
9908 if (r_showbboxes.value > 0)
9910 R_DrawEntityBBoxes();
9911 if (r_timereport_active)
9912 R_TimeReport("bboxes");
9916 R_MeshQueue_RenderTransparent();
9917 if (r_timereport_active)
9918 R_TimeReport("drawtrans");
9920 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))
9922 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9923 if (r_timereport_active)
9924 R_TimeReport("worlddebug");
9925 R_DrawModelsDebug();
9926 if (r_timereport_active)
9927 R_TimeReport("modeldebug");
9930 if (cl.csqc_vidvars.drawworld)
9932 R_Shadow_DrawCoronas();
9933 if (r_timereport_active)
9934 R_TimeReport("coronas");
9939 GL_DepthTest(false);
9940 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9941 GL_Color(1, 1, 1, 1);
9942 qglBegin(GL_POLYGON);
9943 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9944 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9945 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9946 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9948 qglBegin(GL_POLYGON);
9949 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9950 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9951 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9952 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9954 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9958 // don't let sound skip if going slow
9959 if (r_refdef.scene.extraupdate)
9962 R_ResetViewRendering2D();
9965 static const unsigned short bboxelements[36] =
9975 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9978 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9980 RSurf_ActiveWorldEntity();
9982 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9983 GL_DepthMask(false);
9984 GL_DepthRange(0, 1);
9985 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9986 R_Mesh_ResetTextureState();
9988 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9989 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9990 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9991 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9992 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9993 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9994 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9995 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9996 R_FillColors(color4f, 8, cr, cg, cb, ca);
9997 if (r_refdef.fogenabled)
9999 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10001 f1 = RSurf_FogVertex(v);
10003 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10004 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10005 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10008 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10009 R_Mesh_ResetTextureState();
10010 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10011 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10014 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10018 prvm_edict_t *edict;
10019 prvm_prog_t *prog_save = prog;
10021 // this function draws bounding boxes of server entities
10025 GL_CullFace(GL_NONE);
10026 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10030 for (i = 0;i < numsurfaces;i++)
10032 edict = PRVM_EDICT_NUM(surfacelist[i]);
10033 switch ((int)edict->fields.server->solid)
10035 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10036 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10037 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10038 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10039 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10040 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10042 color[3] *= r_showbboxes.value;
10043 color[3] = bound(0, color[3], 1);
10044 GL_DepthTest(!r_showdisabledepthtest.integer);
10045 GL_CullFace(r_refdef.view.cullface_front);
10046 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10052 static void R_DrawEntityBBoxes(void)
10055 prvm_edict_t *edict;
10057 prvm_prog_t *prog_save = prog;
10059 // this function draws bounding boxes of server entities
10065 for (i = 0;i < prog->num_edicts;i++)
10067 edict = PRVM_EDICT_NUM(i);
10068 if (edict->priv.server->free)
10070 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10071 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10073 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10075 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10076 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10082 static const int nomodelelement3i[24] =
10094 static const unsigned short nomodelelement3s[24] =
10106 static const float nomodelvertex3f[6*3] =
10116 static const float nomodelcolor4f[6*4] =
10118 0.0f, 0.0f, 0.5f, 1.0f,
10119 0.0f, 0.0f, 0.5f, 1.0f,
10120 0.0f, 0.5f, 0.0f, 1.0f,
10121 0.0f, 0.5f, 0.0f, 1.0f,
10122 0.5f, 0.0f, 0.0f, 1.0f,
10123 0.5f, 0.0f, 0.0f, 1.0f
10126 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10130 float color4f[6*4];
10132 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);
10134 // this is only called once per entity so numsurfaces is always 1, and
10135 // surfacelist is always {0}, so this code does not handle batches
10137 if (rsurface.ent_flags & RENDER_ADDITIVE)
10139 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10140 GL_DepthMask(false);
10142 else if (rsurface.colormod[3] < 1)
10144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10145 GL_DepthMask(false);
10149 GL_BlendFunc(GL_ONE, GL_ZERO);
10150 GL_DepthMask(true);
10152 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10153 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10154 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10155 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10156 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10157 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10158 for (i = 0, c = color4f;i < 6;i++, c += 4)
10160 c[0] *= rsurface.colormod[0];
10161 c[1] *= rsurface.colormod[1];
10162 c[2] *= rsurface.colormod[2];
10163 c[3] *= rsurface.colormod[3];
10165 if (r_refdef.fogenabled)
10167 for (i = 0, c = color4f;i < 6;i++, c += 4)
10169 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10171 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10172 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10173 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10176 R_Mesh_ResetTextureState();
10177 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10178 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10181 void R_DrawNoModel(entity_render_t *ent)
10184 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10185 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10186 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10188 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10191 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10193 vec3_t right1, right2, diff, normal;
10195 VectorSubtract (org2, org1, normal);
10197 // calculate 'right' vector for start
10198 VectorSubtract (r_refdef.view.origin, org1, diff);
10199 CrossProduct (normal, diff, right1);
10200 VectorNormalize (right1);
10202 // calculate 'right' vector for end
10203 VectorSubtract (r_refdef.view.origin, org2, diff);
10204 CrossProduct (normal, diff, right2);
10205 VectorNormalize (right2);
10207 vert[ 0] = org1[0] + width * right1[0];
10208 vert[ 1] = org1[1] + width * right1[1];
10209 vert[ 2] = org1[2] + width * right1[2];
10210 vert[ 3] = org1[0] - width * right1[0];
10211 vert[ 4] = org1[1] - width * right1[1];
10212 vert[ 5] = org1[2] - width * right1[2];
10213 vert[ 6] = org2[0] - width * right2[0];
10214 vert[ 7] = org2[1] - width * right2[1];
10215 vert[ 8] = org2[2] - width * right2[2];
10216 vert[ 9] = org2[0] + width * right2[0];
10217 vert[10] = org2[1] + width * right2[1];
10218 vert[11] = org2[2] + width * right2[2];
10221 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)
10223 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10224 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10225 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10226 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10227 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10228 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10229 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10230 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10231 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10232 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10233 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10234 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10237 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10242 VectorSet(v, x, y, z);
10243 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10244 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10246 if (i == mesh->numvertices)
10248 if (mesh->numvertices < mesh->maxvertices)
10250 VectorCopy(v, vertex3f);
10251 mesh->numvertices++;
10253 return mesh->numvertices;
10259 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10262 int *e, element[3];
10263 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10264 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10265 e = mesh->element3i + mesh->numtriangles * 3;
10266 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10268 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10269 if (mesh->numtriangles < mesh->maxtriangles)
10274 mesh->numtriangles++;
10276 element[1] = element[2];
10280 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10283 int *e, element[3];
10284 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10285 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10286 e = mesh->element3i + mesh->numtriangles * 3;
10287 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10289 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10290 if (mesh->numtriangles < mesh->maxtriangles)
10295 mesh->numtriangles++;
10297 element[1] = element[2];
10301 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10302 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10304 int planenum, planenum2;
10307 mplane_t *plane, *plane2;
10309 double temppoints[2][256*3];
10310 // figure out how large a bounding box we need to properly compute this brush
10312 for (w = 0;w < numplanes;w++)
10313 maxdist = max(maxdist, fabs(planes[w].dist));
10314 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10315 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10316 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10320 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10321 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10323 if (planenum2 == planenum)
10325 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);
10328 if (tempnumpoints < 3)
10330 // generate elements forming a triangle fan for this polygon
10331 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10335 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)
10337 texturelayer_t *layer;
10338 layer = t->currentlayers + t->currentnumlayers++;
10339 layer->type = type;
10340 layer->depthmask = depthmask;
10341 layer->blendfunc1 = blendfunc1;
10342 layer->blendfunc2 = blendfunc2;
10343 layer->texture = texture;
10344 layer->texmatrix = *matrix;
10345 layer->color[0] = r;
10346 layer->color[1] = g;
10347 layer->color[2] = b;
10348 layer->color[3] = a;
10351 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10353 if(parms[0] == 0 && parms[1] == 0)
10355 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10356 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10361 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10364 index = parms[2] + r_refdef.scene.time * parms[3];
10365 index -= floor(index);
10366 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10369 case Q3WAVEFUNC_NONE:
10370 case Q3WAVEFUNC_NOISE:
10371 case Q3WAVEFUNC_COUNT:
10374 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10375 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10376 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10377 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10378 case Q3WAVEFUNC_TRIANGLE:
10380 f = index - floor(index);
10383 else if (index < 2)
10385 else if (index < 3)
10391 f = parms[0] + parms[1] * f;
10392 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10393 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10397 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10402 matrix4x4_t matrix, temp;
10403 switch(tcmod->tcmod)
10405 case Q3TCMOD_COUNT:
10407 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10408 matrix = r_waterscrollmatrix;
10410 matrix = identitymatrix;
10412 case Q3TCMOD_ENTITYTRANSLATE:
10413 // this is used in Q3 to allow the gamecode to control texcoord
10414 // scrolling on the entity, which is not supported in darkplaces yet.
10415 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10417 case Q3TCMOD_ROTATE:
10418 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10419 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10420 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10422 case Q3TCMOD_SCALE:
10423 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10425 case Q3TCMOD_SCROLL:
10426 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10428 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10429 w = (int) tcmod->parms[0];
10430 h = (int) tcmod->parms[1];
10431 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10433 idx = (int) floor(f * w * h);
10434 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10436 case Q3TCMOD_STRETCH:
10437 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10438 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10440 case Q3TCMOD_TRANSFORM:
10441 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10442 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10443 VectorSet(tcmat + 6, 0 , 0 , 1);
10444 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10445 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10447 case Q3TCMOD_TURBULENT:
10448 // this is handled in the RSurf_PrepareVertices function
10449 matrix = identitymatrix;
10453 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10456 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10458 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10459 char name[MAX_QPATH];
10460 skinframe_t *skinframe;
10461 unsigned char pixels[296*194];
10462 strlcpy(cache->name, skinname, sizeof(cache->name));
10463 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10464 if (developer_loading.integer)
10465 Con_Printf("loading %s\n", name);
10466 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10467 if (!skinframe || !skinframe->base)
10470 fs_offset_t filesize;
10472 f = FS_LoadFile(name, tempmempool, true, &filesize);
10475 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10476 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10480 cache->skinframe = skinframe;
10483 texture_t *R_GetCurrentTexture(texture_t *t)
10486 const entity_render_t *ent = rsurface.entity;
10487 dp_model_t *model = ent->model;
10488 q3shaderinfo_layer_tcmod_t *tcmod;
10490 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10491 return t->currentframe;
10492 t->update_lastrenderframe = r_textureframe;
10493 t->update_lastrenderentity = (void *)ent;
10495 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10496 t->camera_entity = ent->entitynumber;
10498 t->camera_entity = 0;
10500 // switch to an alternate material if this is a q1bsp animated material
10502 texture_t *texture = t;
10503 int s = rsurface.ent_skinnum;
10504 if ((unsigned int)s >= (unsigned int)model->numskins)
10506 if (model->skinscenes)
10508 if (model->skinscenes[s].framecount > 1)
10509 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10511 s = model->skinscenes[s].firstframe;
10514 t = t + s * model->num_surfaces;
10517 // use an alternate animation if the entity's frame is not 0,
10518 // and only if the texture has an alternate animation
10519 if (rsurface.ent_alttextures && t->anim_total[1])
10520 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10522 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10524 texture->currentframe = t;
10527 // update currentskinframe to be a qw skin or animation frame
10528 if (rsurface.ent_qwskin >= 0)
10530 i = rsurface.ent_qwskin;
10531 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10533 r_qwskincache_size = cl.maxclients;
10535 Mem_Free(r_qwskincache);
10536 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10538 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10539 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10540 t->currentskinframe = r_qwskincache[i].skinframe;
10541 if (t->currentskinframe == NULL)
10542 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10544 else if (t->numskinframes >= 2)
10545 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10546 if (t->backgroundnumskinframes >= 2)
10547 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10549 t->currentmaterialflags = t->basematerialflags;
10550 t->currentalpha = rsurface.colormod[3];
10551 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10552 t->currentalpha *= r_wateralpha.value;
10553 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10554 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10555 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10556 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10557 if (!(rsurface.ent_flags & RENDER_LIGHT))
10558 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10559 else if (FAKELIGHT_ENABLED)
10561 // no modellight if using fakelight for the map
10563 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10565 // pick a model lighting mode
10566 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10567 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10569 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10571 if (rsurface.ent_flags & RENDER_ADDITIVE)
10572 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10573 else if (t->currentalpha < 1)
10574 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10575 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10576 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10577 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10578 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10579 if (t->backgroundnumskinframes)
10580 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10581 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10583 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10584 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10587 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10588 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10589 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10591 // there is no tcmod
10592 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10594 t->currenttexmatrix = r_waterscrollmatrix;
10595 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10597 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10599 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10600 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10603 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10604 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10605 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10606 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10608 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10609 if (t->currentskinframe->qpixels)
10610 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10611 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10612 if (!t->basetexture)
10613 t->basetexture = r_texture_notexture;
10614 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10615 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10616 t->nmaptexture = t->currentskinframe->nmap;
10617 if (!t->nmaptexture)
10618 t->nmaptexture = r_texture_blanknormalmap;
10619 t->glosstexture = r_texture_black;
10620 t->glowtexture = t->currentskinframe->glow;
10621 t->fogtexture = t->currentskinframe->fog;
10622 t->reflectmasktexture = t->currentskinframe->reflect;
10623 if (t->backgroundnumskinframes)
10625 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10626 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10627 t->backgroundglosstexture = r_texture_black;
10628 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10629 if (!t->backgroundnmaptexture)
10630 t->backgroundnmaptexture = r_texture_blanknormalmap;
10634 t->backgroundbasetexture = r_texture_white;
10635 t->backgroundnmaptexture = r_texture_blanknormalmap;
10636 t->backgroundglosstexture = r_texture_black;
10637 t->backgroundglowtexture = NULL;
10639 t->specularpower = r_shadow_glossexponent.value;
10640 // TODO: store reference values for these in the texture?
10641 t->specularscale = 0;
10642 if (r_shadow_gloss.integer > 0)
10644 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10646 if (r_shadow_glossintensity.value > 0)
10648 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10649 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10650 t->specularscale = r_shadow_glossintensity.value;
10653 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10655 t->glosstexture = r_texture_white;
10656 t->backgroundglosstexture = r_texture_white;
10657 t->specularscale = r_shadow_gloss2intensity.value;
10658 t->specularpower = r_shadow_gloss2exponent.value;
10661 t->specularscale *= t->specularscalemod;
10662 t->specularpower *= t->specularpowermod;
10664 // lightmaps mode looks bad with dlights using actual texturing, so turn
10665 // off the colormap and glossmap, but leave the normalmap on as it still
10666 // accurately represents the shading involved
10667 if (gl_lightmaps.integer)
10669 t->basetexture = r_texture_grey128;
10670 t->pantstexture = r_texture_black;
10671 t->shirttexture = r_texture_black;
10672 t->nmaptexture = r_texture_blanknormalmap;
10673 t->glosstexture = r_texture_black;
10674 t->glowtexture = NULL;
10675 t->fogtexture = NULL;
10676 t->reflectmasktexture = NULL;
10677 t->backgroundbasetexture = NULL;
10678 t->backgroundnmaptexture = r_texture_blanknormalmap;
10679 t->backgroundglosstexture = r_texture_black;
10680 t->backgroundglowtexture = NULL;
10681 t->specularscale = 0;
10682 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10685 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10686 VectorClear(t->dlightcolor);
10687 t->currentnumlayers = 0;
10688 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10690 int blendfunc1, blendfunc2;
10691 qboolean depthmask;
10692 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10694 blendfunc1 = GL_SRC_ALPHA;
10695 blendfunc2 = GL_ONE;
10697 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10699 blendfunc1 = GL_SRC_ALPHA;
10700 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10702 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10704 blendfunc1 = t->customblendfunc[0];
10705 blendfunc2 = t->customblendfunc[1];
10709 blendfunc1 = GL_ONE;
10710 blendfunc2 = GL_ZERO;
10712 // don't colormod evilblend textures
10713 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10714 VectorSet(t->lightmapcolor, 1, 1, 1);
10715 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10716 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10718 // fullbright is not affected by r_refdef.lightmapintensity
10719 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]);
10720 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10721 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]);
10722 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10723 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]);
10727 vec3_t ambientcolor;
10729 // set the color tint used for lights affecting this surface
10730 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10732 // q3bsp has no lightmap updates, so the lightstylevalue that
10733 // would normally be baked into the lightmap must be
10734 // applied to the color
10735 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10736 if (model->type == mod_brushq3)
10737 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10738 colorscale *= r_refdef.lightmapintensity;
10739 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10740 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10741 // basic lit geometry
10742 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]);
10743 // add pants/shirt if needed
10744 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10745 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]);
10746 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10747 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]);
10748 // now add ambient passes if needed
10749 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10751 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]);
10752 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10753 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]);
10754 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10755 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]);
10758 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10759 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]);
10760 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10762 // if this is opaque use alpha blend which will darken the earlier
10765 // if this is an alpha blended material, all the earlier passes
10766 // were darkened by fog already, so we only need to add the fog
10767 // color ontop through the fog mask texture
10769 // if this is an additive blended material, all the earlier passes
10770 // were darkened by fog already, and we should not add fog color
10771 // (because the background was not darkened, there is no fog color
10772 // that was lost behind it).
10773 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]);
10777 return t->currentframe;
10780 rsurfacestate_t rsurface;
10782 void R_Mesh_ResizeArrays(int newvertices)
10784 unsigned char *base;
10786 if (rsurface.array_size >= newvertices)
10788 if (rsurface.array_base)
10789 Mem_Free(rsurface.array_base);
10790 rsurface.array_size = (newvertices + 1023) & ~1023;
10792 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10793 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10794 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10795 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10796 size += rsurface.array_size * sizeof(float[3]);
10797 size += rsurface.array_size * sizeof(float[3]);
10798 size += rsurface.array_size * sizeof(float[3]);
10799 size += rsurface.array_size * sizeof(float[3]);
10800 size += rsurface.array_size * sizeof(float[3]);
10801 size += rsurface.array_size * sizeof(float[3]);
10802 size += rsurface.array_size * sizeof(float[3]);
10803 size += rsurface.array_size * sizeof(float[3]);
10804 size += rsurface.array_size * sizeof(float[4]);
10805 size += rsurface.array_size * sizeof(float[2]);
10806 size += rsurface.array_size * sizeof(float[2]);
10807 size += rsurface.array_size * sizeof(float[4]);
10808 size += rsurface.array_size * sizeof(int[3]);
10809 size += rsurface.array_size * sizeof(unsigned short[3]);
10810 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10811 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10812 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10813 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10814 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10815 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10816 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10817 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10818 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10819 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10820 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10821 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10822 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10823 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10824 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10825 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10826 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10827 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10828 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10831 void RSurf_ActiveWorldEntity(void)
10833 dp_model_t *model = r_refdef.scene.worldmodel;
10834 //if (rsurface.entity == r_refdef.scene.worldentity)
10836 rsurface.entity = r_refdef.scene.worldentity;
10837 rsurface.skeleton = NULL;
10838 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10839 rsurface.ent_skinnum = 0;
10840 rsurface.ent_qwskin = -1;
10841 rsurface.ent_shadertime = 0;
10842 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10843 R_Mesh_ResizeArrays(max(model->surfmesh.num_vertices, model->surfmesh.num_triangles));
10844 rsurface.matrix = identitymatrix;
10845 rsurface.inversematrix = identitymatrix;
10846 rsurface.matrixscale = 1;
10847 rsurface.inversematrixscale = 1;
10848 R_EntityMatrix(&identitymatrix);
10849 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10850 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10851 rsurface.fograngerecip = r_refdef.fograngerecip;
10852 rsurface.fogheightfade = r_refdef.fogheightfade;
10853 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10854 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10855 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10856 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10857 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10858 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10859 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10860 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10861 rsurface.colormod[3] = 1;
10862 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);
10863 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10864 rsurface.frameblend[0].lerp = 1;
10865 rsurface.ent_alttextures = false;
10866 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10867 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10868 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10869 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10870 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10871 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10872 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10873 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10874 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10875 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10876 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10877 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10878 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10879 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10880 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10881 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10882 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10883 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10884 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10885 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10886 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10887 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10888 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10889 rsurface.modelelement3i = model->surfmesh.data_element3i;
10890 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10891 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10892 rsurface.modelelement3s = model->surfmesh.data_element3s;
10893 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10894 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10895 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10896 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10897 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10898 rsurface.modelsurfaces = model->data_surfaces;
10899 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10900 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10901 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10902 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10903 rsurface.modelgeneratedvertex = false;
10904 rsurface.batchgeneratedvertex = false;
10905 rsurface.batchfirstvertex = 0;
10906 rsurface.batchnumvertices = 0;
10907 rsurface.batchfirsttriangle = 0;
10908 rsurface.batchnumtriangles = 0;
10909 rsurface.batchvertex3f = NULL;
10910 rsurface.batchvertex3f_vertexbuffer = NULL;
10911 rsurface.batchvertex3f_bufferoffset = 0;
10912 rsurface.batchsvector3f = NULL;
10913 rsurface.batchsvector3f_vertexbuffer = NULL;
10914 rsurface.batchsvector3f_bufferoffset = 0;
10915 rsurface.batchtvector3f = NULL;
10916 rsurface.batchtvector3f_vertexbuffer = NULL;
10917 rsurface.batchtvector3f_bufferoffset = 0;
10918 rsurface.batchnormal3f = NULL;
10919 rsurface.batchnormal3f_vertexbuffer = NULL;
10920 rsurface.batchnormal3f_bufferoffset = 0;
10921 rsurface.batchlightmapcolor4f = NULL;
10922 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10923 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10924 rsurface.batchtexcoordtexture2f = NULL;
10925 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10926 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10927 rsurface.batchtexcoordlightmap2f = NULL;
10928 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10929 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10930 rsurface.batchvertexmesh = NULL;
10931 rsurface.batchvertexmeshbuffer = NULL;
10932 rsurface.batchvertexposition = NULL;
10933 rsurface.batchvertexpositionbuffer = NULL;
10934 rsurface.batchelement3i = NULL;
10935 rsurface.batchelement3i_indexbuffer = NULL;
10936 rsurface.batchelement3i_bufferoffset = 0;
10937 rsurface.batchelement3s = NULL;
10938 rsurface.batchelement3s_indexbuffer = NULL;
10939 rsurface.batchelement3s_bufferoffset = 0;
10940 rsurface.passcolor4f = NULL;
10941 rsurface.passcolor4f_vertexbuffer = NULL;
10942 rsurface.passcolor4f_bufferoffset = 0;
10945 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10947 dp_model_t *model = ent->model;
10948 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10950 rsurface.entity = (entity_render_t *)ent;
10951 rsurface.skeleton = ent->skeleton;
10952 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10953 rsurface.ent_skinnum = ent->skinnum;
10954 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;
10955 rsurface.ent_shadertime = ent->shadertime;
10956 rsurface.ent_flags = ent->flags;
10957 R_Mesh_ResizeArrays(max(model->surfmesh.num_vertices, model->surfmesh.num_triangles));
10958 rsurface.matrix = ent->matrix;
10959 rsurface.inversematrix = ent->inversematrix;
10960 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10961 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10962 R_EntityMatrix(&rsurface.matrix);
10963 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10964 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10965 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10966 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10967 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10968 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10969 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10970 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10971 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10972 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10973 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10974 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10975 rsurface.colormod[3] = ent->alpha;
10976 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10977 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10978 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10979 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10980 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10981 if (ent->model->brush.submodel && !prepass)
10983 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10984 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10986 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10988 if (ent->animcache_vertex3f && !r_framedata_failed)
10990 rsurface.modelvertex3f = ent->animcache_vertex3f;
10991 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10992 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10993 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10994 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10995 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10996 rsurface.modelvertexposition = ent->animcache_vertexposition;
10997 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10999 else if (wanttangents)
11001 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11002 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11003 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11004 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11005 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11006 rsurface.modelvertexmesh = NULL;
11007 rsurface.modelvertexmeshbuffer = NULL;
11008 rsurface.modelvertexposition = NULL;
11009 rsurface.modelvertexpositionbuffer = NULL;
11011 else if (wantnormals)
11013 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11014 rsurface.modelsvector3f = NULL;
11015 rsurface.modeltvector3f = NULL;
11016 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11017 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11018 rsurface.modelvertexmesh = NULL;
11019 rsurface.modelvertexmeshbuffer = NULL;
11020 rsurface.modelvertexposition = NULL;
11021 rsurface.modelvertexpositionbuffer = NULL;
11025 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11026 rsurface.modelsvector3f = NULL;
11027 rsurface.modeltvector3f = NULL;
11028 rsurface.modelnormal3f = NULL;
11029 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11030 rsurface.modelvertexmesh = NULL;
11031 rsurface.modelvertexmeshbuffer = NULL;
11032 rsurface.modelvertexposition = NULL;
11033 rsurface.modelvertexpositionbuffer = NULL;
11035 rsurface.modelvertex3f_vertexbuffer = 0;
11036 rsurface.modelvertex3f_bufferoffset = 0;
11037 rsurface.modelsvector3f_vertexbuffer = 0;
11038 rsurface.modelsvector3f_bufferoffset = 0;
11039 rsurface.modeltvector3f_vertexbuffer = 0;
11040 rsurface.modeltvector3f_bufferoffset = 0;
11041 rsurface.modelnormal3f_vertexbuffer = 0;
11042 rsurface.modelnormal3f_bufferoffset = 0;
11043 rsurface.modelgeneratedvertex = true;
11047 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11048 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11049 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11050 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11051 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11052 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11053 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11054 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11055 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11056 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11057 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11058 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11059 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11060 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11061 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11062 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11063 rsurface.modelgeneratedvertex = false;
11065 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11066 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11067 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11068 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11069 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11070 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11071 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11072 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11073 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11074 rsurface.modelelement3i = model->surfmesh.data_element3i;
11075 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11076 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11077 rsurface.modelelement3s = model->surfmesh.data_element3s;
11078 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11079 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11080 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11081 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11082 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11083 rsurface.modelsurfaces = model->data_surfaces;
11084 rsurface.batchgeneratedvertex = false;
11085 rsurface.batchfirstvertex = 0;
11086 rsurface.batchnumvertices = 0;
11087 rsurface.batchfirsttriangle = 0;
11088 rsurface.batchnumtriangles = 0;
11089 rsurface.batchvertex3f = NULL;
11090 rsurface.batchvertex3f_vertexbuffer = NULL;
11091 rsurface.batchvertex3f_bufferoffset = 0;
11092 rsurface.batchsvector3f = NULL;
11093 rsurface.batchsvector3f_vertexbuffer = NULL;
11094 rsurface.batchsvector3f_bufferoffset = 0;
11095 rsurface.batchtvector3f = NULL;
11096 rsurface.batchtvector3f_vertexbuffer = NULL;
11097 rsurface.batchtvector3f_bufferoffset = 0;
11098 rsurface.batchnormal3f = NULL;
11099 rsurface.batchnormal3f_vertexbuffer = NULL;
11100 rsurface.batchnormal3f_bufferoffset = 0;
11101 rsurface.batchlightmapcolor4f = NULL;
11102 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11103 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11104 rsurface.batchtexcoordtexture2f = NULL;
11105 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11106 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11107 rsurface.batchtexcoordlightmap2f = NULL;
11108 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11109 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11110 rsurface.batchvertexmesh = NULL;
11111 rsurface.batchvertexmeshbuffer = NULL;
11112 rsurface.batchvertexposition = NULL;
11113 rsurface.batchvertexpositionbuffer = NULL;
11114 rsurface.batchelement3i = NULL;
11115 rsurface.batchelement3i_indexbuffer = NULL;
11116 rsurface.batchelement3i_bufferoffset = 0;
11117 rsurface.batchelement3s = NULL;
11118 rsurface.batchelement3s_indexbuffer = NULL;
11119 rsurface.batchelement3s_bufferoffset = 0;
11120 rsurface.passcolor4f = NULL;
11121 rsurface.passcolor4f_vertexbuffer = NULL;
11122 rsurface.passcolor4f_bufferoffset = 0;
11125 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)
11129 rsurface.entity = r_refdef.scene.worldentity;
11130 rsurface.skeleton = NULL;
11131 rsurface.ent_skinnum = 0;
11132 rsurface.ent_qwskin = -1;
11133 rsurface.ent_shadertime = shadertime;
11134 rsurface.ent_flags = entflags;
11135 rsurface.modelnumvertices = numvertices;
11136 rsurface.modelnumtriangles = numtriangles;
11137 R_Mesh_ResizeArrays(max(rsurface.modelnumvertices, rsurface.modelnumtriangles));
11138 rsurface.matrix = *matrix;
11139 rsurface.inversematrix = *inversematrix;
11140 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11141 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11142 R_EntityMatrix(&rsurface.matrix);
11143 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11144 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11145 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11146 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11147 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11148 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11149 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11150 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11151 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11152 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11153 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11154 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11155 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);
11156 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11157 rsurface.frameblend[0].lerp = 1;
11158 rsurface.ent_alttextures = false;
11159 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11160 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11163 rsurface.modelvertex3f = vertex3f;
11164 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11165 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11166 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11168 else if (wantnormals)
11170 rsurface.modelvertex3f = vertex3f;
11171 rsurface.modelsvector3f = NULL;
11172 rsurface.modeltvector3f = NULL;
11173 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11177 rsurface.modelvertex3f = vertex3f;
11178 rsurface.modelsvector3f = NULL;
11179 rsurface.modeltvector3f = NULL;
11180 rsurface.modelnormal3f = NULL;
11182 rsurface.modelvertexmesh = NULL;
11183 rsurface.modelvertexmeshbuffer = NULL;
11184 rsurface.modelvertexposition = NULL;
11185 rsurface.modelvertexpositionbuffer = NULL;
11186 rsurface.modelvertex3f_vertexbuffer = 0;
11187 rsurface.modelvertex3f_bufferoffset = 0;
11188 rsurface.modelsvector3f_vertexbuffer = 0;
11189 rsurface.modelsvector3f_bufferoffset = 0;
11190 rsurface.modeltvector3f_vertexbuffer = 0;
11191 rsurface.modeltvector3f_bufferoffset = 0;
11192 rsurface.modelnormal3f_vertexbuffer = 0;
11193 rsurface.modelnormal3f_bufferoffset = 0;
11194 rsurface.modelgeneratedvertex = true;
11195 rsurface.modellightmapcolor4f = color4f;
11196 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11197 rsurface.modellightmapcolor4f_bufferoffset = 0;
11198 rsurface.modeltexcoordtexture2f = texcoord2f;
11199 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11200 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11201 rsurface.modeltexcoordlightmap2f = NULL;
11202 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11203 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11204 rsurface.modelelement3i = element3i;
11205 rsurface.modelelement3i_indexbuffer = NULL;
11206 rsurface.modelelement3i_bufferoffset = 0;
11207 rsurface.modelelement3s = element3s;
11208 rsurface.modelelement3s_indexbuffer = NULL;
11209 rsurface.modelelement3s_bufferoffset = 0;
11210 rsurface.modellightmapoffsets = NULL;
11211 rsurface.modelsurfaces = NULL;
11212 rsurface.batchgeneratedvertex = false;
11213 rsurface.batchfirstvertex = 0;
11214 rsurface.batchnumvertices = 0;
11215 rsurface.batchfirsttriangle = 0;
11216 rsurface.batchnumtriangles = 0;
11217 rsurface.batchvertex3f = NULL;
11218 rsurface.batchvertex3f_vertexbuffer = NULL;
11219 rsurface.batchvertex3f_bufferoffset = 0;
11220 rsurface.batchsvector3f = NULL;
11221 rsurface.batchsvector3f_vertexbuffer = NULL;
11222 rsurface.batchsvector3f_bufferoffset = 0;
11223 rsurface.batchtvector3f = NULL;
11224 rsurface.batchtvector3f_vertexbuffer = NULL;
11225 rsurface.batchtvector3f_bufferoffset = 0;
11226 rsurface.batchnormal3f = NULL;
11227 rsurface.batchnormal3f_vertexbuffer = NULL;
11228 rsurface.batchnormal3f_bufferoffset = 0;
11229 rsurface.batchlightmapcolor4f = NULL;
11230 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11231 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11232 rsurface.batchtexcoordtexture2f = NULL;
11233 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11234 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11235 rsurface.batchtexcoordlightmap2f = NULL;
11236 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11237 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11238 rsurface.batchvertexmesh = NULL;
11239 rsurface.batchvertexmeshbuffer = NULL;
11240 rsurface.batchvertexposition = NULL;
11241 rsurface.batchvertexpositionbuffer = NULL;
11242 rsurface.batchelement3i = NULL;
11243 rsurface.batchelement3i_indexbuffer = NULL;
11244 rsurface.batchelement3i_bufferoffset = 0;
11245 rsurface.batchelement3s = NULL;
11246 rsurface.batchelement3s_indexbuffer = NULL;
11247 rsurface.batchelement3s_bufferoffset = 0;
11248 rsurface.passcolor4f = NULL;
11249 rsurface.passcolor4f_vertexbuffer = NULL;
11250 rsurface.passcolor4f_bufferoffset = 0;
11252 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11254 if ((wantnormals || wanttangents) && !normal3f)
11256 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11257 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11259 if (wanttangents && !svector3f)
11261 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11262 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11263 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11267 // now convert arrays into vertexmesh structs
11268 for (i = 0;i < numvertices;i++)
11270 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11271 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11272 if (rsurface.modelsvector3f)
11273 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11274 if (rsurface.modeltvector3f)
11275 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11276 if (rsurface.modelnormal3f)
11277 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11278 if (rsurface.modellightmapcolor4f)
11279 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11280 if (rsurface.modeltexcoordtexture2f)
11281 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11282 if (rsurface.modeltexcoordlightmap2f)
11283 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11287 float RSurf_FogPoint(const float *v)
11289 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11290 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11291 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11292 float FogHeightFade = r_refdef.fogheightfade;
11294 unsigned int fogmasktableindex;
11295 if (r_refdef.fogplaneviewabove)
11296 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11298 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11299 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11300 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11303 float RSurf_FogVertex(const float *v)
11305 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11306 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11307 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11308 float FogHeightFade = rsurface.fogheightfade;
11310 unsigned int fogmasktableindex;
11311 if (r_refdef.fogplaneviewabove)
11312 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11314 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11315 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11316 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11319 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11322 for (i = 0;i < numelements;i++)
11323 outelement3i[i] = inelement3i[i] + adjust;
11326 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11327 extern cvar_t gl_vbo;
11328 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11336 int surfacefirsttriangle;
11337 int surfacenumtriangles;
11338 int surfacefirstvertex;
11339 int surfaceendvertex;
11340 int surfacenumvertices;
11344 qboolean dynamicvertex;
11348 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11349 float waveparms[4];
11350 q3shaderinfo_deform_t *deform;
11351 const msurface_t *surface, *firstsurface;
11352 r_vertexposition_t *vertexposition;
11353 r_vertexmesh_t *vertexmesh;
11354 if (!texturenumsurfaces)
11356 // find vertex range of this surface batch
11358 firstsurface = texturesurfacelist[0];
11359 firsttriangle = firstsurface->num_firsttriangle;
11361 firstvertex = endvertex = firstsurface->num_firstvertex;
11362 for (i = 0;i < texturenumsurfaces;i++)
11364 surface = texturesurfacelist[i];
11365 if (surface != firstsurface + i)
11367 surfacefirstvertex = surface->num_firstvertex;
11368 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11369 surfacenumtriangles = surface->num_triangles;
11370 if (firstvertex > surfacefirstvertex)
11371 firstvertex = surfacefirstvertex;
11372 if (endvertex < surfaceendvertex)
11373 endvertex = surfaceendvertex;
11374 numtriangles += surfacenumtriangles;
11379 // we now know the vertex range used, and if there are any gaps in it
11380 rsurface.batchfirstvertex = firstvertex;
11381 rsurface.batchnumvertices = endvertex - firstvertex;
11382 rsurface.batchfirsttriangle = firsttriangle;
11383 rsurface.batchnumtriangles = numtriangles;
11385 // this variable holds flags for which properties have been updated that
11386 // may require regenerating vertexmesh or vertexposition arrays...
11389 // check if any dynamic vertex processing must occur
11390 dynamicvertex = false;
11392 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11393 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11394 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11396 switch (deform->deform)
11399 case Q3DEFORM_PROJECTIONSHADOW:
11400 case Q3DEFORM_TEXT0:
11401 case Q3DEFORM_TEXT1:
11402 case Q3DEFORM_TEXT2:
11403 case Q3DEFORM_TEXT3:
11404 case Q3DEFORM_TEXT4:
11405 case Q3DEFORM_TEXT5:
11406 case Q3DEFORM_TEXT6:
11407 case Q3DEFORM_TEXT7:
11408 case Q3DEFORM_NONE:
11410 case Q3DEFORM_AUTOSPRITE:
11411 dynamicvertex = true;
11412 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11413 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11415 case Q3DEFORM_AUTOSPRITE2:
11416 dynamicvertex = true;
11417 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11418 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11420 case Q3DEFORM_NORMAL:
11421 dynamicvertex = true;
11422 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11423 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11425 case Q3DEFORM_WAVE:
11426 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11427 break; // if wavefunc is a nop, ignore this transform
11428 dynamicvertex = true;
11429 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11430 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11432 case Q3DEFORM_BULGE:
11433 dynamicvertex = true;
11434 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11435 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11437 case Q3DEFORM_MOVE:
11438 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11439 break; // if wavefunc is a nop, ignore this transform
11440 dynamicvertex = true;
11441 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11442 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11446 switch(rsurface.texture->tcgen.tcgen)
11449 case Q3TCGEN_TEXTURE:
11451 case Q3TCGEN_LIGHTMAP:
11452 dynamicvertex = true;
11453 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11454 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11456 case Q3TCGEN_VECTOR:
11457 dynamicvertex = true;
11458 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11459 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11461 case Q3TCGEN_ENVIRONMENT:
11462 dynamicvertex = true;
11463 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11464 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11467 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11469 dynamicvertex = true;
11470 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11471 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11474 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11476 dynamicvertex = true;
11477 batchneed |= BATCHNEED_NOGAPS;
11478 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11481 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11483 dynamicvertex = true;
11484 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11485 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11488 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11490 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11491 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11492 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11493 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11494 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11495 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11496 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11499 // when the model data has no vertex buffer (dynamic mesh), we need to
11501 if (!rsurface.modelvertexmeshbuffer)
11502 batchneed |= BATCHNEED_NOGAPS;
11504 // if needsupdate, we have to do a dynamic vertex batch for sure
11505 if (needsupdate & batchneed)
11506 dynamicvertex = true;
11508 // see if we need to build vertexmesh from arrays
11509 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11510 dynamicvertex = true;
11512 // see if we need to build vertexposition from arrays
11513 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11514 dynamicvertex = true;
11516 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11517 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11518 dynamicvertex = true;
11520 // if there is a chance of animated vertex colors, it's a dynamic batch
11521 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11522 dynamicvertex = true;
11524 rsurface.batchvertex3f = rsurface.modelvertex3f;
11525 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11526 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11527 rsurface.batchsvector3f = rsurface.modelsvector3f;
11528 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11529 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11530 rsurface.batchtvector3f = rsurface.modeltvector3f;
11531 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11532 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11533 rsurface.batchnormal3f = rsurface.modelnormal3f;
11534 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11535 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11536 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11537 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11538 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11539 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11540 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11541 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11542 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11543 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11544 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11545 rsurface.batchvertexposition = rsurface.modelvertexposition;
11546 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11547 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11548 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11549 rsurface.batchelement3i = rsurface.modelelement3i;
11550 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11551 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11552 rsurface.batchelement3s = rsurface.modelelement3s;
11553 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11554 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11556 // if any dynamic vertex processing has to occur in software, we copy the
11557 // entire surface list together before processing to rebase the vertices
11558 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11560 // if any gaps exist and we do not have a static vertex buffer, we have to
11561 // copy the surface list together to avoid wasting upload bandwidth on the
11562 // vertices in the gaps.
11564 // if gaps exist and we have a static vertex buffer, we still have to
11565 // combine the index buffer ranges into one dynamic index buffer.
11567 // in all cases we end up with data that can be drawn in one call.
11569 if (!dynamicvertex)
11571 // static vertex data, just set pointers...
11572 rsurface.batchgeneratedvertex = false;
11573 // if there are gaps, we want to build a combined index buffer,
11574 // otherwise use the original static buffer with an appropriate offset
11579 for (i = 0;i < texturenumsurfaces;i++)
11581 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11582 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11583 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11584 numtriangles += surfacenumtriangles;
11586 rsurface.batchelement3i = rsurface.array_batchelement3i;
11587 rsurface.batchelement3i_indexbuffer = NULL;
11588 rsurface.batchelement3i_bufferoffset = 0;
11589 rsurface.batchelement3s = NULL;
11590 rsurface.batchelement3s_indexbuffer = NULL;
11591 rsurface.batchelement3s_bufferoffset = 0;
11592 if (endvertex <= 65536)
11594 rsurface.batchelement3s = rsurface.array_batchelement3s;
11595 for (i = 0;i < numtriangles*3;i++)
11596 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11598 rsurface.batchfirsttriangle = firsttriangle;
11599 rsurface.batchnumtriangles = numtriangles;
11604 // something needs software processing, do it for real...
11605 // we only directly handle interleaved array data in this case...
11606 rsurface.batchgeneratedvertex = true;
11608 // now copy the vertex data into a combined array and make an index array
11609 // (this is what Quake3 does all the time)
11610 //if (gaps || rsurface.batchfirstvertex)
11612 rsurface.batchvertexposition = NULL;
11613 rsurface.batchvertexpositionbuffer = NULL;
11614 rsurface.batchvertexmesh = NULL;
11615 rsurface.batchvertexmeshbuffer = NULL;
11616 rsurface.batchvertex3f = NULL;
11617 rsurface.batchvertex3f_vertexbuffer = NULL;
11618 rsurface.batchvertex3f_bufferoffset = 0;
11619 rsurface.batchsvector3f = NULL;
11620 rsurface.batchsvector3f_vertexbuffer = NULL;
11621 rsurface.batchsvector3f_bufferoffset = 0;
11622 rsurface.batchtvector3f = NULL;
11623 rsurface.batchtvector3f_vertexbuffer = NULL;
11624 rsurface.batchtvector3f_bufferoffset = 0;
11625 rsurface.batchnormal3f = NULL;
11626 rsurface.batchnormal3f_vertexbuffer = NULL;
11627 rsurface.batchnormal3f_bufferoffset = 0;
11628 rsurface.batchlightmapcolor4f = NULL;
11629 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11630 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11631 rsurface.batchtexcoordtexture2f = NULL;
11632 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11633 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11634 rsurface.batchtexcoordlightmap2f = NULL;
11635 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11636 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11637 rsurface.batchelement3i = rsurface.array_batchelement3i;
11638 rsurface.batchelement3i_indexbuffer = NULL;
11639 rsurface.batchelement3i_bufferoffset = 0;
11640 rsurface.batchelement3s = NULL;
11641 rsurface.batchelement3s_indexbuffer = NULL;
11642 rsurface.batchelement3s_bufferoffset = 0;
11643 // we'll only be setting up certain arrays as needed
11644 if (batchneed & BATCHNEED_VERTEXPOSITION)
11645 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11646 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11647 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11648 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11649 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11650 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11651 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11652 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11654 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11655 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11657 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11658 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11659 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11660 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11661 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11662 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11665 for (i = 0;i < texturenumsurfaces;i++)
11667 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11668 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11669 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11670 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11671 // copy only the data requested
11672 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11673 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11674 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11675 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11676 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11678 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11679 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11680 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11681 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11682 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11684 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11685 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11687 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11688 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11689 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11690 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11691 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11692 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11694 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11695 numvertices += surfacenumvertices;
11696 numtriangles += surfacenumtriangles;
11699 // generate a 16bit index array as well if possible
11700 // (in general, dynamic batches fit)
11701 if (numvertices <= 65536)
11703 rsurface.batchelement3s = rsurface.array_batchelement3s;
11704 for (i = 0;i < numtriangles*3;i++)
11705 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11708 // since we've copied everything, the batch now starts at 0
11709 rsurface.batchfirstvertex = 0;
11710 rsurface.batchnumvertices = numvertices;
11711 rsurface.batchfirsttriangle = 0;
11712 rsurface.batchnumtriangles = numtriangles;
11715 // q1bsp surfaces rendered in vertex color mode have to have colors
11716 // calculated based on lightstyles
11717 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11719 // generate color arrays for the surfaces in this list
11723 const int *offsets;
11724 const unsigned char *lm;
11726 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11727 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11728 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11729 for (i = 0;i < texturenumsurfaces;i++)
11731 surface = texturesurfacelist[i];
11732 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11733 surfacenumvertices = surface->num_vertices;
11734 if (surface->lightmapinfo->samples)
11736 for (j = 0;j < surfacenumvertices;j++)
11738 lm = surface->lightmapinfo->samples + offsets[j];
11739 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11740 VectorScale(lm, scale, c);
11741 if (surface->lightmapinfo->styles[1] != 255)
11743 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11745 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11746 VectorMA(c, scale, lm, c);
11747 if (surface->lightmapinfo->styles[2] != 255)
11750 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11751 VectorMA(c, scale, lm, c);
11752 if (surface->lightmapinfo->styles[3] != 255)
11755 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11756 VectorMA(c, scale, lm, c);
11763 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11769 for (j = 0;j < surfacenumvertices;j++)
11771 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11778 // if vertices are deformed (sprite flares and things in maps, possibly
11779 // water waves, bulges and other deformations), modify the copied vertices
11781 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11783 switch (deform->deform)
11786 case Q3DEFORM_PROJECTIONSHADOW:
11787 case Q3DEFORM_TEXT0:
11788 case Q3DEFORM_TEXT1:
11789 case Q3DEFORM_TEXT2:
11790 case Q3DEFORM_TEXT3:
11791 case Q3DEFORM_TEXT4:
11792 case Q3DEFORM_TEXT5:
11793 case Q3DEFORM_TEXT6:
11794 case Q3DEFORM_TEXT7:
11795 case Q3DEFORM_NONE:
11797 case Q3DEFORM_AUTOSPRITE:
11798 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11799 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11800 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11801 VectorNormalize(newforward);
11802 VectorNormalize(newright);
11803 VectorNormalize(newup);
11804 // a single autosprite surface can contain multiple sprites...
11805 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11807 VectorClear(center);
11808 for (i = 0;i < 4;i++)
11809 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11810 VectorScale(center, 0.25f, center);
11811 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11812 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11813 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11814 for (i = 0;i < 4;i++)
11816 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11817 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11820 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11821 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11822 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11823 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11824 rsurface.batchvertex3f_vertexbuffer = NULL;
11825 rsurface.batchvertex3f_bufferoffset = 0;
11826 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11827 rsurface.batchsvector3f_vertexbuffer = NULL;
11828 rsurface.batchsvector3f_bufferoffset = 0;
11829 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11830 rsurface.batchtvector3f_vertexbuffer = NULL;
11831 rsurface.batchtvector3f_bufferoffset = 0;
11832 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11833 rsurface.batchnormal3f_vertexbuffer = NULL;
11834 rsurface.batchnormal3f_bufferoffset = 0;
11836 case Q3DEFORM_AUTOSPRITE2:
11837 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11838 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11839 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11840 VectorNormalize(newforward);
11841 VectorNormalize(newright);
11842 VectorNormalize(newup);
11844 const float *v1, *v2;
11854 memset(shortest, 0, sizeof(shortest));
11855 // a single autosprite surface can contain multiple sprites...
11856 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11858 VectorClear(center);
11859 for (i = 0;i < 4;i++)
11860 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11861 VectorScale(center, 0.25f, center);
11862 // find the two shortest edges, then use them to define the
11863 // axis vectors for rotating around the central axis
11864 for (i = 0;i < 6;i++)
11866 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11867 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11868 l = VectorDistance2(v1, v2);
11869 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11870 if (v1[2] != v2[2])
11871 l += (1.0f / 1024.0f);
11872 if (shortest[0].length2 > l || i == 0)
11874 shortest[1] = shortest[0];
11875 shortest[0].length2 = l;
11876 shortest[0].v1 = v1;
11877 shortest[0].v2 = v2;
11879 else if (shortest[1].length2 > l || i == 1)
11881 shortest[1].length2 = l;
11882 shortest[1].v1 = v1;
11883 shortest[1].v2 = v2;
11886 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11887 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11888 // this calculates the right vector from the shortest edge
11889 // and the up vector from the edge midpoints
11890 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11891 VectorNormalize(right);
11892 VectorSubtract(end, start, up);
11893 VectorNormalize(up);
11894 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11895 VectorSubtract(rsurface.localvieworigin, center, forward);
11896 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11897 VectorNegate(forward, forward);
11898 VectorReflect(forward, 0, up, forward);
11899 VectorNormalize(forward);
11900 CrossProduct(up, forward, newright);
11901 VectorNormalize(newright);
11902 // rotate the quad around the up axis vector, this is made
11903 // especially easy by the fact we know the quad is flat,
11904 // so we only have to subtract the center position and
11905 // measure distance along the right vector, and then
11906 // multiply that by the newright vector and add back the
11908 // we also need to subtract the old position to undo the
11909 // displacement from the center, which we do with a
11910 // DotProduct, the subtraction/addition of center is also
11911 // optimized into DotProducts here
11912 l = DotProduct(right, center);
11913 for (i = 0;i < 4;i++)
11915 v1 = rsurface.batchvertex3f + 3*(j+i);
11916 f = DotProduct(right, v1) - l;
11917 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11921 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11922 rsurface.batchvertex3f_vertexbuffer = NULL;
11923 rsurface.batchvertex3f_bufferoffset = 0;
11924 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11926 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11927 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11928 rsurface.batchnormal3f_vertexbuffer = NULL;
11929 rsurface.batchnormal3f_bufferoffset = 0;
11931 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11933 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11934 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11935 rsurface.batchsvector3f_vertexbuffer = NULL;
11936 rsurface.batchsvector3f_bufferoffset = 0;
11937 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11938 rsurface.batchtvector3f_vertexbuffer = NULL;
11939 rsurface.batchtvector3f_bufferoffset = 0;
11942 case Q3DEFORM_NORMAL:
11943 // deform the normals to make reflections wavey
11944 for (j = 0;j < rsurface.batchnumvertices;j++)
11947 float *normal = rsurface.array_batchnormal3f + 3*j;
11948 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11949 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11950 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11951 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11952 VectorNormalize(normal);
11954 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11955 rsurface.batchnormal3f_vertexbuffer = NULL;
11956 rsurface.batchnormal3f_bufferoffset = 0;
11957 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11959 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11960 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11961 rsurface.batchsvector3f_vertexbuffer = NULL;
11962 rsurface.batchsvector3f_bufferoffset = 0;
11963 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11964 rsurface.batchtvector3f_vertexbuffer = NULL;
11965 rsurface.batchtvector3f_bufferoffset = 0;
11968 case Q3DEFORM_WAVE:
11969 // deform vertex array to make wavey water and flags and such
11970 waveparms[0] = deform->waveparms[0];
11971 waveparms[1] = deform->waveparms[1];
11972 waveparms[2] = deform->waveparms[2];
11973 waveparms[3] = deform->waveparms[3];
11974 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11975 break; // if wavefunc is a nop, don't make a dynamic vertex array
11976 // this is how a divisor of vertex influence on deformation
11977 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11978 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11979 for (j = 0;j < rsurface.batchnumvertices;j++)
11981 // if the wavefunc depends on time, evaluate it per-vertex
11984 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11985 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11987 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11989 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11990 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11991 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11992 rsurface.batchvertex3f_vertexbuffer = NULL;
11993 rsurface.batchvertex3f_bufferoffset = 0;
11994 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11995 rsurface.batchnormal3f_vertexbuffer = NULL;
11996 rsurface.batchnormal3f_bufferoffset = 0;
11997 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11999 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
12000 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12001 rsurface.batchsvector3f_vertexbuffer = NULL;
12002 rsurface.batchsvector3f_bufferoffset = 0;
12003 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12004 rsurface.batchtvector3f_vertexbuffer = NULL;
12005 rsurface.batchtvector3f_bufferoffset = 0;
12008 case Q3DEFORM_BULGE:
12009 // deform vertex array to make the surface have moving bulges
12010 for (j = 0;j < rsurface.batchnumvertices;j++)
12012 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12013 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12015 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12016 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
12017 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12018 rsurface.batchvertex3f_vertexbuffer = NULL;
12019 rsurface.batchvertex3f_bufferoffset = 0;
12020 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12021 rsurface.batchnormal3f_vertexbuffer = NULL;
12022 rsurface.batchnormal3f_bufferoffset = 0;
12023 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12025 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
12026 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12027 rsurface.batchsvector3f_vertexbuffer = NULL;
12028 rsurface.batchsvector3f_bufferoffset = 0;
12029 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12030 rsurface.batchtvector3f_vertexbuffer = NULL;
12031 rsurface.batchtvector3f_bufferoffset = 0;
12034 case Q3DEFORM_MOVE:
12035 // deform vertex array
12036 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12037 break; // if wavefunc is a nop, don't make a dynamic vertex array
12038 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12039 VectorScale(deform->parms, scale, waveparms);
12040 for (j = 0;j < rsurface.batchnumvertices;j++)
12041 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12042 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12043 rsurface.batchvertex3f_vertexbuffer = NULL;
12044 rsurface.batchvertex3f_bufferoffset = 0;
12049 // generate texcoords based on the chosen texcoord source
12050 switch(rsurface.texture->tcgen.tcgen)
12053 case Q3TCGEN_TEXTURE:
12055 case Q3TCGEN_LIGHTMAP:
12056 if (rsurface.batchtexcoordlightmap2f)
12057 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12058 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12059 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12060 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12062 case Q3TCGEN_VECTOR:
12063 for (j = 0;j < rsurface.batchnumvertices;j++)
12065 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12066 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12068 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12069 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12070 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12072 case Q3TCGEN_ENVIRONMENT:
12073 // make environment reflections using a spheremap
12074 for (j = 0;j < rsurface.batchnumvertices;j++)
12076 // identical to Q3A's method, but executed in worldspace so
12077 // carried models can be shiny too
12079 float viewer[3], d, reflected[3], worldreflected[3];
12081 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12082 // VectorNormalize(viewer);
12084 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12086 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12087 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12088 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12089 // note: this is proportinal to viewer, so we can normalize later
12091 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12092 VectorNormalize(worldreflected);
12094 // note: this sphere map only uses world x and z!
12095 // so positive and negative y will LOOK THE SAME.
12096 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12097 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12099 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12100 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12101 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12104 // the only tcmod that needs software vertex processing is turbulent, so
12105 // check for it here and apply the changes if needed
12106 // and we only support that as the first one
12107 // (handling a mixture of turbulent and other tcmods would be problematic
12108 // without punting it entirely to a software path)
12109 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12111 amplitude = rsurface.texture->tcmods[0].parms[1];
12112 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12113 for (j = 0;j < rsurface.batchnumvertices;j++)
12115 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12116 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12118 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12119 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12120 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12123 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12125 // convert the modified arrays to vertex structs
12126 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12127 rsurface.batchvertexmeshbuffer = NULL;
12128 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12129 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12130 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12131 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12132 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12133 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12134 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12136 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12138 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12139 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12142 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12143 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12144 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12145 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12146 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12147 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12148 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12149 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12150 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12153 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12155 // convert the modified arrays to vertex structs
12156 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12157 rsurface.batchvertexpositionbuffer = NULL;
12158 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12159 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12161 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12162 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12166 void RSurf_DrawBatch(void)
12168 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12171 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12173 // pick the closest matching water plane
12174 int planeindex, vertexindex, bestplaneindex = -1;
12178 r_waterstate_waterplane_t *p;
12180 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12182 if(p->camera_entity != rsurface.texture->camera_entity)
12185 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12186 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12188 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12189 d += fabs(PlaneDiff(vert, &p->plane));
12191 if (bestd > d || bestplaneindex < 0)
12194 bestplaneindex = planeindex;
12197 return bestplaneindex;
12200 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12203 for (i = 0;i < rsurface.batchnumvertices;i++)
12204 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12205 rsurface.passcolor4f = rsurface.array_passcolor4f;
12206 rsurface.passcolor4f_vertexbuffer = 0;
12207 rsurface.passcolor4f_bufferoffset = 0;
12210 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12217 if (rsurface.passcolor4f)
12219 // generate color arrays
12220 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12222 f = RSurf_FogVertex(v);
12231 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12233 f = RSurf_FogVertex(v);
12240 rsurface.passcolor4f = rsurface.array_passcolor4f;
12241 rsurface.passcolor4f_vertexbuffer = 0;
12242 rsurface.passcolor4f_bufferoffset = 0;
12245 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12252 if (!rsurface.passcolor4f)
12254 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12256 f = RSurf_FogVertex(v);
12257 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12258 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12259 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12262 rsurface.passcolor4f = rsurface.array_passcolor4f;
12263 rsurface.passcolor4f_vertexbuffer = 0;
12264 rsurface.passcolor4f_bufferoffset = 0;
12267 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12272 if (!rsurface.passcolor4f)
12274 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12281 rsurface.passcolor4f = rsurface.array_passcolor4f;
12282 rsurface.passcolor4f_vertexbuffer = 0;
12283 rsurface.passcolor4f_bufferoffset = 0;
12286 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12291 if (!rsurface.passcolor4f)
12293 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12295 c2[0] = c[0] + r_refdef.scene.ambient;
12296 c2[1] = c[1] + r_refdef.scene.ambient;
12297 c2[2] = c[2] + r_refdef.scene.ambient;
12300 rsurface.passcolor4f = rsurface.array_passcolor4f;
12301 rsurface.passcolor4f_vertexbuffer = 0;
12302 rsurface.passcolor4f_bufferoffset = 0;
12305 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12308 rsurface.passcolor4f = NULL;
12309 rsurface.passcolor4f_vertexbuffer = 0;
12310 rsurface.passcolor4f_bufferoffset = 0;
12311 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12312 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12313 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12314 GL_Color(r, g, b, a);
12315 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12319 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12321 // TODO: optimize applyfog && applycolor case
12322 // just apply fog if necessary, and tint the fog color array if necessary
12323 rsurface.passcolor4f = NULL;
12324 rsurface.passcolor4f_vertexbuffer = 0;
12325 rsurface.passcolor4f_bufferoffset = 0;
12326 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12327 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12328 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12329 GL_Color(r, g, b, a);
12333 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12336 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12337 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12338 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12339 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12340 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12341 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12342 GL_Color(r, g, b, a);
12346 static void RSurf_DrawBatch_GL11_ClampColor(void)
12351 if (!rsurface.passcolor4f)
12353 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12355 c2[0] = bound(0.0f, c1[0], 1.0f);
12356 c2[1] = bound(0.0f, c1[1], 1.0f);
12357 c2[2] = bound(0.0f, c1[2], 1.0f);
12358 c2[3] = bound(0.0f, c1[3], 1.0f);
12362 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12372 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12374 f = -DotProduct(r_refdef.view.forward, n);
12376 f = f * 0.85 + 0.15; // work around so stuff won't get black
12377 f *= r_refdef.lightmapintensity;
12378 Vector4Set(c, f, f, f, 1);
12381 rsurface.passcolor4f = rsurface.array_passcolor4f;
12382 rsurface.passcolor4f_vertexbuffer = 0;
12383 rsurface.passcolor4f_bufferoffset = 0;
12386 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12388 RSurf_DrawBatch_GL11_ApplyFakeLight();
12389 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12390 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12391 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12392 GL_Color(r, g, b, a);
12396 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12404 vec3_t ambientcolor;
12405 vec3_t diffusecolor;
12409 VectorCopy(rsurface.modellight_lightdir, lightdir);
12410 f = 0.5f * r_refdef.lightmapintensity;
12411 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12412 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12413 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12414 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12415 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12416 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12418 if (VectorLength2(diffusecolor) > 0)
12420 // q3-style directional shading
12421 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12423 if ((f = DotProduct(n, lightdir)) > 0)
12424 VectorMA(ambientcolor, f, diffusecolor, c);
12426 VectorCopy(ambientcolor, c);
12433 rsurface.passcolor4f = rsurface.array_passcolor4f;
12434 rsurface.passcolor4f_vertexbuffer = 0;
12435 rsurface.passcolor4f_bufferoffset = 0;
12436 *applycolor = false;
12440 *r = ambientcolor[0];
12441 *g = ambientcolor[1];
12442 *b = ambientcolor[2];
12443 rsurface.passcolor4f = NULL;
12444 rsurface.passcolor4f_vertexbuffer = 0;
12445 rsurface.passcolor4f_bufferoffset = 0;
12449 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12451 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12452 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12453 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12454 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12455 GL_Color(r, g, b, a);
12459 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12465 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12467 f = 1 - RSurf_FogVertex(v);
12475 void RSurf_SetupDepthAndCulling(void)
12477 // submodels are biased to avoid z-fighting with world surfaces that they
12478 // may be exactly overlapping (avoids z-fighting artifacts on certain
12479 // doors and things in Quake maps)
12480 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12481 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12482 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12483 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12486 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12488 // transparent sky would be ridiculous
12489 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12491 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12492 skyrenderlater = true;
12493 RSurf_SetupDepthAndCulling();
12494 GL_DepthMask(true);
12495 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12496 // skymasking on them, and Quake3 never did sky masking (unlike
12497 // software Quake and software Quake2), so disable the sky masking
12498 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12499 // and skymasking also looks very bad when noclipping outside the
12500 // level, so don't use it then either.
12501 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12503 R_Mesh_ResetTextureState();
12504 if (skyrendermasked)
12506 R_SetupShader_DepthOrShadow();
12507 // depth-only (masking)
12508 GL_ColorMask(0,0,0,0);
12509 // just to make sure that braindead drivers don't draw
12510 // anything despite that colormask...
12511 GL_BlendFunc(GL_ZERO, GL_ONE);
12512 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12513 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12517 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12519 GL_BlendFunc(GL_ONE, GL_ZERO);
12520 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12521 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12522 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12525 if (skyrendermasked)
12526 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12528 R_Mesh_ResetTextureState();
12529 GL_Color(1, 1, 1, 1);
12532 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12533 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12534 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12536 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12540 // render screenspace normalmap to texture
12541 GL_DepthMask(true);
12542 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12547 // bind lightmap texture
12549 // water/refraction/reflection/camera surfaces have to be handled specially
12550 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12552 int start, end, startplaneindex;
12553 for (start = 0;start < texturenumsurfaces;start = end)
12555 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12556 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12558 // now that we have a batch using the same planeindex, render it
12559 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12561 // render water or distortion background
12562 GL_DepthMask(true);
12563 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12565 // blend surface on top
12566 GL_DepthMask(false);
12567 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12570 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12572 // render surface with reflection texture as input
12573 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12574 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12581 // render surface batch normally
12582 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12583 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12587 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12589 // OpenGL 1.3 path - anything not completely ancient
12590 qboolean applycolor;
12593 const texturelayer_t *layer;
12594 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12595 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12597 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12600 int layertexrgbscale;
12601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12603 if (layerindex == 0)
12604 GL_AlphaTest(true);
12607 GL_AlphaTest(false);
12608 GL_DepthFunc(GL_EQUAL);
12611 GL_DepthMask(layer->depthmask && writedepth);
12612 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12613 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12615 layertexrgbscale = 4;
12616 VectorScale(layer->color, 0.25f, layercolor);
12618 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12620 layertexrgbscale = 2;
12621 VectorScale(layer->color, 0.5f, layercolor);
12625 layertexrgbscale = 1;
12626 VectorScale(layer->color, 1.0f, layercolor);
12628 layercolor[3] = layer->color[3];
12629 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12630 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12631 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12632 switch (layer->type)
12634 case TEXTURELAYERTYPE_LITTEXTURE:
12635 // single-pass lightmapped texture with 2x rgbscale
12636 R_Mesh_TexBind(0, r_texture_white);
12637 R_Mesh_TexMatrix(0, NULL);
12638 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12639 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12640 R_Mesh_TexBind(1, layer->texture);
12641 R_Mesh_TexMatrix(1, &layer->texmatrix);
12642 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12643 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12644 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12645 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12646 else if (FAKELIGHT_ENABLED)
12647 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12648 else if (rsurface.uselightmaptexture)
12649 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12651 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12653 case TEXTURELAYERTYPE_TEXTURE:
12654 // singletexture unlit texture with transparency support
12655 R_Mesh_TexBind(0, layer->texture);
12656 R_Mesh_TexMatrix(0, &layer->texmatrix);
12657 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12658 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12659 R_Mesh_TexBind(1, 0);
12660 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12661 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12663 case TEXTURELAYERTYPE_FOG:
12664 // singletexture fogging
12665 if (layer->texture)
12667 R_Mesh_TexBind(0, layer->texture);
12668 R_Mesh_TexMatrix(0, &layer->texmatrix);
12669 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12670 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12674 R_Mesh_TexBind(0, 0);
12675 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12677 R_Mesh_TexBind(1, 0);
12678 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12679 // generate a color array for the fog pass
12680 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12681 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12685 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12688 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12690 GL_DepthFunc(GL_LEQUAL);
12691 GL_AlphaTest(false);
12695 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12697 // OpenGL 1.1 - crusty old voodoo path
12700 const texturelayer_t *layer;
12701 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12702 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12704 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12706 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12708 if (layerindex == 0)
12709 GL_AlphaTest(true);
12712 GL_AlphaTest(false);
12713 GL_DepthFunc(GL_EQUAL);
12716 GL_DepthMask(layer->depthmask && writedepth);
12717 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12718 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12719 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12720 switch (layer->type)
12722 case TEXTURELAYERTYPE_LITTEXTURE:
12723 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12725 // two-pass lit texture with 2x rgbscale
12726 // first the lightmap pass
12727 R_Mesh_TexBind(0, r_texture_white);
12728 R_Mesh_TexMatrix(0, NULL);
12729 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12730 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12731 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12732 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12733 else if (FAKELIGHT_ENABLED)
12734 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12735 else if (rsurface.uselightmaptexture)
12736 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12738 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12739 // then apply the texture to it
12740 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12741 R_Mesh_TexBind(0, layer->texture);
12742 R_Mesh_TexMatrix(0, &layer->texmatrix);
12743 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12744 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12745 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12749 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12750 R_Mesh_TexBind(0, layer->texture);
12751 R_Mesh_TexMatrix(0, &layer->texmatrix);
12752 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12753 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12754 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12755 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12757 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12760 case TEXTURELAYERTYPE_TEXTURE:
12761 // singletexture unlit texture with transparency support
12762 R_Mesh_TexBind(0, layer->texture);
12763 R_Mesh_TexMatrix(0, &layer->texmatrix);
12764 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12765 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12766 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12768 case TEXTURELAYERTYPE_FOG:
12769 // singletexture fogging
12770 if (layer->texture)
12772 R_Mesh_TexBind(0, layer->texture);
12773 R_Mesh_TexMatrix(0, &layer->texmatrix);
12774 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12775 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12779 R_Mesh_TexBind(0, 0);
12780 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12782 // generate a color array for the fog pass
12783 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12784 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12788 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12791 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12793 GL_DepthFunc(GL_LEQUAL);
12794 GL_AlphaTest(false);
12798 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12802 r_vertexgeneric_t *batchvertex;
12805 GL_AlphaTest(false);
12806 R_Mesh_ResetTextureState();
12807 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12809 if(rsurface.texture && rsurface.texture->currentskinframe)
12811 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12812 c[3] *= rsurface.texture->currentalpha;
12822 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12824 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12825 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12826 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12829 // brighten it up (as texture value 127 means "unlit")
12830 c[0] *= 2 * r_refdef.view.colorscale;
12831 c[1] *= 2 * r_refdef.view.colorscale;
12832 c[2] *= 2 * r_refdef.view.colorscale;
12834 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12835 c[3] *= r_wateralpha.value;
12837 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12839 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12840 GL_DepthMask(false);
12842 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12844 GL_BlendFunc(GL_ONE, GL_ONE);
12845 GL_DepthMask(false);
12847 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12849 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12850 GL_DepthMask(false);
12852 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12854 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12855 GL_DepthMask(false);
12859 GL_BlendFunc(GL_ONE, GL_ZERO);
12860 GL_DepthMask(writedepth);
12863 if (r_showsurfaces.integer == 3)
12865 rsurface.passcolor4f = NULL;
12867 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12869 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12871 rsurface.passcolor4f = NULL;
12872 rsurface.passcolor4f_vertexbuffer = 0;
12873 rsurface.passcolor4f_bufferoffset = 0;
12875 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12877 qboolean applycolor = true;
12880 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12882 r_refdef.lightmapintensity = 1;
12883 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12884 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12886 else if (FAKELIGHT_ENABLED)
12888 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12890 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12891 RSurf_DrawBatch_GL11_ApplyFakeLight();
12892 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12896 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12898 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12899 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12900 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12903 if(!rsurface.passcolor4f)
12904 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12906 RSurf_DrawBatch_GL11_ApplyAmbient();
12907 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12908 if(r_refdef.fogenabled)
12909 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12910 RSurf_DrawBatch_GL11_ClampColor();
12912 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12913 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12916 else if (!r_refdef.view.showdebug)
12918 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12919 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12920 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12922 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12923 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12925 R_Mesh_PrepareVertices_Generic_Unlock();
12928 else if (r_showsurfaces.integer == 4)
12930 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12931 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12932 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12934 unsigned char c = vi << 3;
12935 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12936 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12938 R_Mesh_PrepareVertices_Generic_Unlock();
12941 else if (r_showsurfaces.integer == 2)
12944 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12945 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12946 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12948 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12949 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12950 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12951 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12952 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12953 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12954 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12956 R_Mesh_PrepareVertices_Generic_Unlock();
12957 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12961 int texturesurfaceindex;
12963 const msurface_t *surface;
12964 unsigned char surfacecolor4ub[4];
12965 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12966 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12968 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12970 surface = texturesurfacelist[texturesurfaceindex];
12971 k = (int)(((size_t)surface) / sizeof(msurface_t));
12972 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12973 for (j = 0;j < surface->num_vertices;j++)
12975 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12976 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12980 R_Mesh_PrepareVertices_Generic_Unlock();
12985 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12988 RSurf_SetupDepthAndCulling();
12989 if (r_showsurfaces.integer)
12991 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12994 switch (vid.renderpath)
12996 case RENDERPATH_GL20:
12997 case RENDERPATH_CGGL:
12998 case RENDERPATH_D3D9:
12999 case RENDERPATH_D3D10:
13000 case RENDERPATH_D3D11:
13001 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13003 case RENDERPATH_GL13:
13004 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13006 case RENDERPATH_GL11:
13007 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13013 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13016 RSurf_SetupDepthAndCulling();
13017 if (r_showsurfaces.integer)
13019 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13022 switch (vid.renderpath)
13024 case RENDERPATH_GL20:
13025 case RENDERPATH_CGGL:
13026 case RENDERPATH_D3D9:
13027 case RENDERPATH_D3D10:
13028 case RENDERPATH_D3D11:
13029 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13031 case RENDERPATH_GL13:
13032 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13034 case RENDERPATH_GL11:
13035 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13041 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13044 int texturenumsurfaces, endsurface;
13045 texture_t *texture;
13046 const msurface_t *surface;
13047 #define MAXBATCH_TRANSPARENTSURFACES 256
13048 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13050 // if the model is static it doesn't matter what value we give for
13051 // wantnormals and wanttangents, so this logic uses only rules applicable
13052 // to a model, knowing that they are meaningless otherwise
13053 if (ent == r_refdef.scene.worldentity)
13054 RSurf_ActiveWorldEntity();
13055 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13056 RSurf_ActiveModelEntity(ent, false, false, false);
13059 switch (vid.renderpath)
13061 case RENDERPATH_GL20:
13062 case RENDERPATH_CGGL:
13063 case RENDERPATH_D3D9:
13064 case RENDERPATH_D3D10:
13065 case RENDERPATH_D3D11:
13066 RSurf_ActiveModelEntity(ent, true, true, false);
13068 case RENDERPATH_GL13:
13069 case RENDERPATH_GL11:
13070 RSurf_ActiveModelEntity(ent, true, false, false);
13075 if (r_transparentdepthmasking.integer)
13077 qboolean setup = false;
13078 for (i = 0;i < numsurfaces;i = j)
13081 surface = rsurface.modelsurfaces + surfacelist[i];
13082 texture = surface->texture;
13083 rsurface.texture = R_GetCurrentTexture(texture);
13084 rsurface.lightmaptexture = NULL;
13085 rsurface.deluxemaptexture = NULL;
13086 rsurface.uselightmaptexture = false;
13087 // scan ahead until we find a different texture
13088 endsurface = min(i + 1024, numsurfaces);
13089 texturenumsurfaces = 0;
13090 texturesurfacelist[texturenumsurfaces++] = surface;
13091 for (;j < endsurface;j++)
13093 surface = rsurface.modelsurfaces + surfacelist[j];
13094 if (texture != surface->texture)
13096 texturesurfacelist[texturenumsurfaces++] = surface;
13098 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13100 // render the range of surfaces as depth
13104 GL_ColorMask(0,0,0,0);
13106 GL_DepthTest(true);
13107 GL_BlendFunc(GL_ONE, GL_ZERO);
13108 GL_DepthMask(true);
13109 GL_AlphaTest(false);
13110 R_Mesh_ResetTextureState();
13111 R_SetupShader_DepthOrShadow();
13113 RSurf_SetupDepthAndCulling();
13114 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13115 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13119 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13122 for (i = 0;i < numsurfaces;i = j)
13125 surface = rsurface.modelsurfaces + surfacelist[i];
13126 texture = surface->texture;
13127 rsurface.texture = R_GetCurrentTexture(texture);
13128 // scan ahead until we find a different texture
13129 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13130 texturenumsurfaces = 0;
13131 texturesurfacelist[texturenumsurfaces++] = surface;
13132 if(FAKELIGHT_ENABLED)
13134 rsurface.lightmaptexture = NULL;
13135 rsurface.deluxemaptexture = NULL;
13136 rsurface.uselightmaptexture = false;
13137 for (;j < endsurface;j++)
13139 surface = rsurface.modelsurfaces + surfacelist[j];
13140 if (texture != surface->texture)
13142 texturesurfacelist[texturenumsurfaces++] = surface;
13147 rsurface.lightmaptexture = surface->lightmaptexture;
13148 rsurface.deluxemaptexture = surface->deluxemaptexture;
13149 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13150 for (;j < endsurface;j++)
13152 surface = rsurface.modelsurfaces + surfacelist[j];
13153 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13155 texturesurfacelist[texturenumsurfaces++] = surface;
13158 // render the range of surfaces
13159 if (ent == r_refdef.scene.worldentity)
13160 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13162 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13164 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13165 GL_AlphaTest(false);
13168 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13170 // transparent surfaces get pushed off into the transparent queue
13171 int surfacelistindex;
13172 const msurface_t *surface;
13173 vec3_t tempcenter, center;
13174 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13176 surface = texturesurfacelist[surfacelistindex];
13177 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13178 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13179 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13180 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13181 if (queueentity->transparent_offset) // transparent offset
13183 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13184 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13185 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13187 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13191 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13193 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13195 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13197 RSurf_SetupDepthAndCulling();
13198 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13199 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13203 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13205 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13208 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13211 if (!rsurface.texture->currentnumlayers)
13213 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13214 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13216 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13218 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13219 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13220 else if (!rsurface.texture->currentnumlayers)
13222 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13224 // in the deferred case, transparent surfaces were queued during prepass
13225 if (!r_shadow_usingdeferredprepass)
13226 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13230 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13231 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13236 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13239 texture_t *texture;
13240 // break the surface list down into batches by texture and use of lightmapping
13241 for (i = 0;i < numsurfaces;i = j)
13244 // texture is the base texture pointer, rsurface.texture is the
13245 // current frame/skin the texture is directing us to use (for example
13246 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13247 // use skin 1 instead)
13248 texture = surfacelist[i]->texture;
13249 rsurface.texture = R_GetCurrentTexture(texture);
13250 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13252 // if this texture is not the kind we want, skip ahead to the next one
13253 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13257 if(FAKELIGHT_ENABLED || depthonly || prepass)
13259 rsurface.lightmaptexture = NULL;
13260 rsurface.deluxemaptexture = NULL;
13261 rsurface.uselightmaptexture = false;
13262 // simply scan ahead until we find a different texture or lightmap state
13263 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13268 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13269 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13270 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13271 // simply scan ahead until we find a different texture or lightmap state
13272 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13275 // render the range of surfaces
13276 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13280 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13284 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13287 if (!rsurface.texture->currentnumlayers)
13289 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13290 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13292 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13294 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13295 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13296 else if (!rsurface.texture->currentnumlayers)
13298 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13300 // in the deferred case, transparent surfaces were queued during prepass
13301 if (!r_shadow_usingdeferredprepass)
13302 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13306 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13307 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13312 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13315 texture_t *texture;
13316 // break the surface list down into batches by texture and use of lightmapping
13317 for (i = 0;i < numsurfaces;i = j)
13320 // texture is the base texture pointer, rsurface.texture is the
13321 // current frame/skin the texture is directing us to use (for example
13322 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13323 // use skin 1 instead)
13324 texture = surfacelist[i]->texture;
13325 rsurface.texture = R_GetCurrentTexture(texture);
13326 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13328 // if this texture is not the kind we want, skip ahead to the next one
13329 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13333 if(FAKELIGHT_ENABLED || depthonly || prepass)
13335 rsurface.lightmaptexture = NULL;
13336 rsurface.deluxemaptexture = NULL;
13337 rsurface.uselightmaptexture = false;
13338 // simply scan ahead until we find a different texture or lightmap state
13339 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13344 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13345 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13346 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13347 // simply scan ahead until we find a different texture or lightmap state
13348 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13351 // render the range of surfaces
13352 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13356 float locboxvertex3f[6*4*3] =
13358 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13359 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13360 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13361 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13362 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13363 1,0,0, 0,0,0, 0,1,0, 1,1,0
13366 unsigned short locboxelements[6*2*3] =
13371 12,13,14, 12,14,15,
13372 16,17,18, 16,18,19,
13376 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13379 cl_locnode_t *loc = (cl_locnode_t *)ent;
13381 float vertex3f[6*4*3];
13383 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13384 GL_DepthMask(false);
13385 GL_DepthRange(0, 1);
13386 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13387 GL_DepthTest(true);
13388 GL_CullFace(GL_NONE);
13389 R_EntityMatrix(&identitymatrix);
13391 R_Mesh_ResetTextureState();
13393 i = surfacelist[0];
13394 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13395 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13396 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13397 surfacelist[0] < 0 ? 0.5f : 0.125f);
13399 if (VectorCompare(loc->mins, loc->maxs))
13401 VectorSet(size, 2, 2, 2);
13402 VectorMA(loc->mins, -0.5f, size, mins);
13406 VectorCopy(loc->mins, mins);
13407 VectorSubtract(loc->maxs, loc->mins, size);
13410 for (i = 0;i < 6*4*3;)
13411 for (j = 0;j < 3;j++, i++)
13412 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13414 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13415 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13416 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13419 void R_DrawLocs(void)
13422 cl_locnode_t *loc, *nearestloc;
13424 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13425 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13427 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13428 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13432 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13434 if (decalsystem->decals)
13435 Mem_Free(decalsystem->decals);
13436 memset(decalsystem, 0, sizeof(*decalsystem));
13439 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)
13442 tridecal_t *decals;
13445 // expand or initialize the system
13446 if (decalsystem->maxdecals <= decalsystem->numdecals)
13448 decalsystem_t old = *decalsystem;
13449 qboolean useshortelements;
13450 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13451 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13452 decalsystem->decals = (tridecal_t *)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)));
13453 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13454 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13455 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13456 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13457 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13458 if (decalsystem->numdecals)
13459 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13461 Mem_Free(old.decals);
13462 for (i = 0;i < decalsystem->maxdecals*3;i++)
13463 decalsystem->element3i[i] = i;
13464 if (useshortelements)
13465 for (i = 0;i < decalsystem->maxdecals*3;i++)
13466 decalsystem->element3s[i] = i;
13469 // grab a decal and search for another free slot for the next one
13470 decals = decalsystem->decals;
13471 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13472 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13474 decalsystem->freedecal = i;
13475 if (decalsystem->numdecals <= i)
13476 decalsystem->numdecals = i + 1;
13478 // initialize the decal
13480 decal->triangleindex = triangleindex;
13481 decal->surfaceindex = surfaceindex;
13482 decal->decalsequence = decalsequence;
13483 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13484 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13485 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13486 decal->color4ub[0][3] = 255;
13487 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13488 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13489 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13490 decal->color4ub[1][3] = 255;
13491 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13492 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13493 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13494 decal->color4ub[2][3] = 255;
13495 decal->vertex3f[0][0] = v0[0];
13496 decal->vertex3f[0][1] = v0[1];
13497 decal->vertex3f[0][2] = v0[2];
13498 decal->vertex3f[1][0] = v1[0];
13499 decal->vertex3f[1][1] = v1[1];
13500 decal->vertex3f[1][2] = v1[2];
13501 decal->vertex3f[2][0] = v2[0];
13502 decal->vertex3f[2][1] = v2[1];
13503 decal->vertex3f[2][2] = v2[2];
13504 decal->texcoord2f[0][0] = t0[0];
13505 decal->texcoord2f[0][1] = t0[1];
13506 decal->texcoord2f[1][0] = t1[0];
13507 decal->texcoord2f[1][1] = t1[1];
13508 decal->texcoord2f[2][0] = t2[0];
13509 decal->texcoord2f[2][1] = t2[1];
13512 extern cvar_t cl_decals_bias;
13513 extern cvar_t cl_decals_models;
13514 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13515 // baseparms, parms, temps
13516 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13521 const float *vertex3f;
13523 float points[2][9][3];
13530 e = rsurface.modelelement3i + 3*triangleindex;
13532 vertex3f = rsurface.modelvertex3f;
13534 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13536 index = 3*e[cornerindex];
13537 VectorCopy(vertex3f + index, v[cornerindex]);
13540 //TriangleNormal(v[0], v[1], v[2], normal);
13541 //if (DotProduct(normal, localnormal) < 0.0f)
13543 // clip by each of the box planes formed from the projection matrix
13544 // if anything survives, we emit the decal
13545 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]);
13548 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]);
13551 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]);
13554 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]);
13557 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]);
13560 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]);
13563 // some part of the triangle survived, so we have to accept it...
13566 // dynamic always uses the original triangle
13568 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13570 index = 3*e[cornerindex];
13571 VectorCopy(vertex3f + index, v[cornerindex]);
13574 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13576 // convert vertex positions to texcoords
13577 Matrix4x4_Transform(projection, v[cornerindex], temp);
13578 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13579 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13580 // calculate distance fade from the projection origin
13581 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13582 f = bound(0.0f, f, 1.0f);
13583 c[cornerindex][0] = r * f;
13584 c[cornerindex][1] = g * f;
13585 c[cornerindex][2] = b * f;
13586 c[cornerindex][3] = 1.0f;
13587 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13590 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13592 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13593 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);
13595 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)
13597 matrix4x4_t projection;
13598 decalsystem_t *decalsystem;
13601 const msurface_t *surface;
13602 const msurface_t *surfaces;
13603 const int *surfacelist;
13604 const texture_t *texture;
13606 int numsurfacelist;
13607 int surfacelistindex;
13610 float localorigin[3];
13611 float localnormal[3];
13612 float localmins[3];
13613 float localmaxs[3];
13616 float planes[6][4];
13619 int bih_triangles_count;
13620 int bih_triangles[256];
13621 int bih_surfaces[256];
13623 decalsystem = &ent->decalsystem;
13624 model = ent->model;
13625 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13627 R_DecalSystem_Reset(&ent->decalsystem);
13631 if (!model->brush.data_leafs && !cl_decals_models.integer)
13633 if (decalsystem->model)
13634 R_DecalSystem_Reset(decalsystem);
13638 if (decalsystem->model != model)
13639 R_DecalSystem_Reset(decalsystem);
13640 decalsystem->model = model;
13642 RSurf_ActiveModelEntity(ent, false, false, false);
13644 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13645 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13646 VectorNormalize(localnormal);
13647 localsize = worldsize*rsurface.inversematrixscale;
13648 localmins[0] = localorigin[0] - localsize;
13649 localmins[1] = localorigin[1] - localsize;
13650 localmins[2] = localorigin[2] - localsize;
13651 localmaxs[0] = localorigin[0] + localsize;
13652 localmaxs[1] = localorigin[1] + localsize;
13653 localmaxs[2] = localorigin[2] + localsize;
13655 //VectorCopy(localnormal, planes[4]);
13656 //VectorVectors(planes[4], planes[2], planes[0]);
13657 AnglesFromVectors(angles, localnormal, NULL, false);
13658 AngleVectors(angles, planes[0], planes[2], planes[4]);
13659 VectorNegate(planes[0], planes[1]);
13660 VectorNegate(planes[2], planes[3]);
13661 VectorNegate(planes[4], planes[5]);
13662 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13663 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13664 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13665 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13666 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13667 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13672 matrix4x4_t forwardprojection;
13673 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13674 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13679 float projectionvector[4][3];
13680 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13681 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13682 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13683 projectionvector[0][0] = planes[0][0] * ilocalsize;
13684 projectionvector[0][1] = planes[1][0] * ilocalsize;
13685 projectionvector[0][2] = planes[2][0] * ilocalsize;
13686 projectionvector[1][0] = planes[0][1] * ilocalsize;
13687 projectionvector[1][1] = planes[1][1] * ilocalsize;
13688 projectionvector[1][2] = planes[2][1] * ilocalsize;
13689 projectionvector[2][0] = planes[0][2] * ilocalsize;
13690 projectionvector[2][1] = planes[1][2] * ilocalsize;
13691 projectionvector[2][2] = planes[2][2] * ilocalsize;
13692 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13693 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13694 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13695 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13699 dynamic = model->surfmesh.isanimated;
13700 numsurfacelist = model->nummodelsurfaces;
13701 surfacelist = model->sortedmodelsurfaces;
13702 surfaces = model->data_surfaces;
13705 bih_triangles_count = -1;
13708 if(model->render_bih.numleafs)
13709 bih = &model->render_bih;
13710 else if(model->collision_bih.numleafs)
13711 bih = &model->collision_bih;
13714 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13715 if(bih_triangles_count == 0)
13717 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13719 if(bih_triangles_count > 0)
13721 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13723 surfaceindex = bih_surfaces[triangleindex];
13724 surface = surfaces + surfaceindex;
13725 texture = surface->texture;
13726 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13728 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13730 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13735 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13737 surfaceindex = surfacelist[surfacelistindex];
13738 surface = surfaces + surfaceindex;
13739 // check cull box first because it rejects more than any other check
13740 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13742 // skip transparent surfaces
13743 texture = surface->texture;
13744 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13746 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13748 numtriangles = surface->num_triangles;
13749 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13750 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13755 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13756 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)
13758 int renderentityindex;
13759 float worldmins[3];
13760 float worldmaxs[3];
13761 entity_render_t *ent;
13763 if (!cl_decals_newsystem.integer)
13766 worldmins[0] = worldorigin[0] - worldsize;
13767 worldmins[1] = worldorigin[1] - worldsize;
13768 worldmins[2] = worldorigin[2] - worldsize;
13769 worldmaxs[0] = worldorigin[0] + worldsize;
13770 worldmaxs[1] = worldorigin[1] + worldsize;
13771 worldmaxs[2] = worldorigin[2] + worldsize;
13773 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13775 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13777 ent = r_refdef.scene.entities[renderentityindex];
13778 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13781 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13785 typedef struct r_decalsystem_splatqueue_s
13787 vec3_t worldorigin;
13788 vec3_t worldnormal;
13794 r_decalsystem_splatqueue_t;
13796 int r_decalsystem_numqueued = 0;
13797 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13799 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)
13801 r_decalsystem_splatqueue_t *queue;
13803 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13806 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13807 VectorCopy(worldorigin, queue->worldorigin);
13808 VectorCopy(worldnormal, queue->worldnormal);
13809 Vector4Set(queue->color, r, g, b, a);
13810 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13811 queue->worldsize = worldsize;
13812 queue->decalsequence = cl.decalsequence++;
13815 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13818 r_decalsystem_splatqueue_t *queue;
13820 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13821 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);
13822 r_decalsystem_numqueued = 0;
13825 extern cvar_t cl_decals_max;
13826 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13829 decalsystem_t *decalsystem = &ent->decalsystem;
13836 if (!decalsystem->numdecals)
13839 if (r_showsurfaces.integer)
13842 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13844 R_DecalSystem_Reset(decalsystem);
13848 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13849 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13851 if (decalsystem->lastupdatetime)
13852 frametime = (cl.time - decalsystem->lastupdatetime);
13855 decalsystem->lastupdatetime = cl.time;
13856 decal = decalsystem->decals;
13857 numdecals = decalsystem->numdecals;
13859 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13861 if (decal->color4ub[0][3])
13863 decal->lived += frametime;
13864 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13866 memset(decal, 0, sizeof(*decal));
13867 if (decalsystem->freedecal > i)
13868 decalsystem->freedecal = i;
13872 decal = decalsystem->decals;
13873 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13876 // collapse the array by shuffling the tail decals into the gaps
13879 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13880 decalsystem->freedecal++;
13881 if (decalsystem->freedecal == numdecals)
13883 decal[decalsystem->freedecal] = decal[--numdecals];
13886 decalsystem->numdecals = numdecals;
13888 if (numdecals <= 0)
13890 // if there are no decals left, reset decalsystem
13891 R_DecalSystem_Reset(decalsystem);
13895 extern skinframe_t *decalskinframe;
13896 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13899 decalsystem_t *decalsystem = &ent->decalsystem;
13908 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13911 numdecals = decalsystem->numdecals;
13915 if (r_showsurfaces.integer)
13918 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13920 R_DecalSystem_Reset(decalsystem);
13924 // if the model is static it doesn't matter what value we give for
13925 // wantnormals and wanttangents, so this logic uses only rules applicable
13926 // to a model, knowing that they are meaningless otherwise
13927 if (ent == r_refdef.scene.worldentity)
13928 RSurf_ActiveWorldEntity();
13930 RSurf_ActiveModelEntity(ent, false, false, false);
13932 decalsystem->lastupdatetime = cl.time;
13933 decal = decalsystem->decals;
13935 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13937 // update vertex positions for animated models
13938 v3f = decalsystem->vertex3f;
13939 c4f = decalsystem->color4f;
13940 t2f = decalsystem->texcoord2f;
13941 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13943 if (!decal->color4ub[0][3])
13946 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13949 // update color values for fading decals
13950 if (decal->lived >= cl_decals_time.value)
13952 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13953 alpha *= (1.0f/255.0f);
13956 alpha = 1.0f/255.0f;
13958 c4f[ 0] = decal->color4ub[0][0] * alpha;
13959 c4f[ 1] = decal->color4ub[0][1] * alpha;
13960 c4f[ 2] = decal->color4ub[0][2] * alpha;
13962 c4f[ 4] = decal->color4ub[1][0] * alpha;
13963 c4f[ 5] = decal->color4ub[1][1] * alpha;
13964 c4f[ 6] = decal->color4ub[1][2] * alpha;
13966 c4f[ 8] = decal->color4ub[2][0] * alpha;
13967 c4f[ 9] = decal->color4ub[2][1] * alpha;
13968 c4f[10] = decal->color4ub[2][2] * alpha;
13971 t2f[0] = decal->texcoord2f[0][0];
13972 t2f[1] = decal->texcoord2f[0][1];
13973 t2f[2] = decal->texcoord2f[1][0];
13974 t2f[3] = decal->texcoord2f[1][1];
13975 t2f[4] = decal->texcoord2f[2][0];
13976 t2f[5] = decal->texcoord2f[2][1];
13978 // update vertex positions for animated models
13979 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13981 e = rsurface.modelelement3i + 3*decal->triangleindex;
13982 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13983 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13984 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13988 VectorCopy(decal->vertex3f[0], v3f);
13989 VectorCopy(decal->vertex3f[1], v3f + 3);
13990 VectorCopy(decal->vertex3f[2], v3f + 6);
13993 if (r_refdef.fogenabled)
13995 alpha = RSurf_FogVertex(v3f);
13996 VectorScale(c4f, alpha, c4f);
13997 alpha = RSurf_FogVertex(v3f + 3);
13998 VectorScale(c4f + 4, alpha, c4f + 4);
13999 alpha = RSurf_FogVertex(v3f + 6);
14000 VectorScale(c4f + 8, alpha, c4f + 8);
14011 r_refdef.stats.drawndecals += numtris;
14013 // now render the decals all at once
14014 // (this assumes they all use one particle font texture!)
14015 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);
14016 R_Mesh_ResetTextureState();
14017 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14018 GL_DepthMask(false);
14019 GL_DepthRange(0, 1);
14020 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14021 GL_DepthTest(true);
14022 GL_CullFace(GL_NONE);
14023 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14024 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14025 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14029 static void R_DrawModelDecals(void)
14033 // fade faster when there are too many decals
14034 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14035 for (i = 0;i < r_refdef.scene.numentities;i++)
14036 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14038 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14039 for (i = 0;i < r_refdef.scene.numentities;i++)
14040 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14041 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14043 R_DecalSystem_ApplySplatEntitiesQueue();
14045 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14046 for (i = 0;i < r_refdef.scene.numentities;i++)
14047 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14049 r_refdef.stats.totaldecals += numdecals;
14051 if (r_showsurfaces.integer)
14054 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14056 for (i = 0;i < r_refdef.scene.numentities;i++)
14058 if (!r_refdef.viewcache.entityvisible[i])
14060 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14061 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14065 extern cvar_t mod_collision_bih;
14066 void R_DrawDebugModel(void)
14068 entity_render_t *ent = rsurface.entity;
14069 int i, j, k, l, flagsmask;
14070 const msurface_t *surface;
14071 dp_model_t *model = ent->model;
14074 switch(vid.renderpath)
14076 case RENDERPATH_GL11:
14077 case RENDERPATH_GL13:
14078 case RENDERPATH_GL20:
14079 case RENDERPATH_CGGL:
14081 case RENDERPATH_D3D9:
14082 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14084 case RENDERPATH_D3D10:
14085 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14087 case RENDERPATH_D3D11:
14088 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14092 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14094 R_Mesh_ResetTextureState();
14095 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14096 GL_DepthRange(0, 1);
14097 GL_DepthTest(!r_showdisabledepthtest.integer);
14098 GL_DepthMask(false);
14099 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14101 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14105 qboolean cullbox = ent == r_refdef.scene.worldentity;
14106 const q3mbrush_t *brush;
14107 const bih_t *bih = &model->collision_bih;
14108 const bih_leaf_t *bihleaf;
14109 float vertex3f[3][3];
14110 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14112 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14114 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14116 switch (bihleaf->type)
14119 brush = model->brush.data_brushes + bihleaf->itemindex;
14120 if (brush->colbrushf && brush->colbrushf->numtriangles)
14122 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);
14123 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14124 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14127 case BIH_COLLISIONTRIANGLE:
14128 triangleindex = bihleaf->itemindex;
14129 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14130 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14131 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14132 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);
14133 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14134 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14136 case BIH_RENDERTRIANGLE:
14137 triangleindex = bihleaf->itemindex;
14138 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14139 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14140 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14141 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);
14142 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14143 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14149 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14151 if (r_showtris.integer || r_shownormals.integer)
14153 if (r_showdisabledepthtest.integer)
14155 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14156 GL_DepthMask(false);
14160 GL_BlendFunc(GL_ONE, GL_ZERO);
14161 GL_DepthMask(true);
14163 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14165 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14167 rsurface.texture = R_GetCurrentTexture(surface->texture);
14168 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14170 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14171 if (r_showtris.value > 0)
14173 if (!rsurface.texture->currentlayers->depthmask)
14174 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14175 else if (ent == r_refdef.scene.worldentity)
14176 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14178 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14179 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14180 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14182 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14185 if (r_shownormals.value < 0)
14187 qglBegin(GL_LINES);
14188 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14190 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14191 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14192 qglVertex3f(v[0], v[1], v[2]);
14193 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14194 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14195 qglVertex3f(v[0], v[1], v[2]);
14200 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14202 qglBegin(GL_LINES);
14203 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14205 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14206 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14207 qglVertex3f(v[0], v[1], v[2]);
14208 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14209 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14210 qglVertex3f(v[0], v[1], v[2]);
14214 qglBegin(GL_LINES);
14215 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14217 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14218 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14219 qglVertex3f(v[0], v[1], v[2]);
14220 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14221 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14222 qglVertex3f(v[0], v[1], v[2]);
14226 qglBegin(GL_LINES);
14227 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14229 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14230 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14231 qglVertex3f(v[0], v[1], v[2]);
14232 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14233 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14234 qglVertex3f(v[0], v[1], v[2]);
14241 rsurface.texture = NULL;
14245 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14246 int r_maxsurfacelist = 0;
14247 const msurface_t **r_surfacelist = NULL;
14248 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14250 int i, j, endj, flagsmask;
14251 dp_model_t *model = r_refdef.scene.worldmodel;
14252 msurface_t *surfaces;
14253 unsigned char *update;
14254 int numsurfacelist = 0;
14258 if (r_maxsurfacelist < model->num_surfaces)
14260 r_maxsurfacelist = model->num_surfaces;
14262 Mem_Free((msurface_t**)r_surfacelist);
14263 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14266 RSurf_ActiveWorldEntity();
14268 surfaces = model->data_surfaces;
14269 update = model->brushq1.lightmapupdateflags;
14271 // update light styles on this submodel
14272 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14274 model_brush_lightstyleinfo_t *style;
14275 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14277 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14279 int *list = style->surfacelist;
14280 style->value = r_refdef.scene.lightstylevalue[style->style];
14281 for (j = 0;j < style->numsurfaces;j++)
14282 update[list[j]] = true;
14287 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14291 R_DrawDebugModel();
14292 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14296 rsurface.lightmaptexture = NULL;
14297 rsurface.deluxemaptexture = NULL;
14298 rsurface.uselightmaptexture = false;
14299 rsurface.texture = NULL;
14300 rsurface.rtlight = NULL;
14301 numsurfacelist = 0;
14302 // add visible surfaces to draw list
14303 for (i = 0;i < model->nummodelsurfaces;i++)
14305 j = model->sortedmodelsurfaces[i];
14306 if (r_refdef.viewcache.world_surfacevisible[j])
14307 r_surfacelist[numsurfacelist++] = surfaces + j;
14309 // update lightmaps if needed
14310 if (model->brushq1.firstrender)
14312 model->brushq1.firstrender = false;
14313 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14315 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14319 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14320 if (r_refdef.viewcache.world_surfacevisible[j])
14322 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14324 // don't do anything if there were no surfaces
14325 if (!numsurfacelist)
14327 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14330 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14331 GL_AlphaTest(false);
14333 // add to stats if desired
14334 if (r_speeds.integer && !skysurfaces && !depthonly)
14336 r_refdef.stats.world_surfaces += numsurfacelist;
14337 for (j = 0;j < numsurfacelist;j++)
14338 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14341 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14344 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14346 int i, j, endj, flagsmask;
14347 dp_model_t *model = ent->model;
14348 msurface_t *surfaces;
14349 unsigned char *update;
14350 int numsurfacelist = 0;
14354 if (r_maxsurfacelist < model->num_surfaces)
14356 r_maxsurfacelist = model->num_surfaces;
14358 Mem_Free((msurface_t **)r_surfacelist);
14359 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14362 // if the model is static it doesn't matter what value we give for
14363 // wantnormals and wanttangents, so this logic uses only rules applicable
14364 // to a model, knowing that they are meaningless otherwise
14365 if (ent == r_refdef.scene.worldentity)
14366 RSurf_ActiveWorldEntity();
14367 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14368 RSurf_ActiveModelEntity(ent, false, false, false);
14370 RSurf_ActiveModelEntity(ent, true, true, true);
14371 else if (depthonly)
14373 switch (vid.renderpath)
14375 case RENDERPATH_GL20:
14376 case RENDERPATH_CGGL:
14377 case RENDERPATH_D3D9:
14378 case RENDERPATH_D3D10:
14379 case RENDERPATH_D3D11:
14380 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14382 case RENDERPATH_GL13:
14383 case RENDERPATH_GL11:
14384 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14390 switch (vid.renderpath)
14392 case RENDERPATH_GL20:
14393 case RENDERPATH_CGGL:
14394 case RENDERPATH_D3D9:
14395 case RENDERPATH_D3D10:
14396 case RENDERPATH_D3D11:
14397 RSurf_ActiveModelEntity(ent, true, true, false);
14399 case RENDERPATH_GL13:
14400 case RENDERPATH_GL11:
14401 RSurf_ActiveModelEntity(ent, true, false, false);
14406 surfaces = model->data_surfaces;
14407 update = model->brushq1.lightmapupdateflags;
14409 // update light styles
14410 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14412 model_brush_lightstyleinfo_t *style;
14413 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14415 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14417 int *list = style->surfacelist;
14418 style->value = r_refdef.scene.lightstylevalue[style->style];
14419 for (j = 0;j < style->numsurfaces;j++)
14420 update[list[j]] = true;
14425 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14429 R_DrawDebugModel();
14430 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14434 rsurface.lightmaptexture = NULL;
14435 rsurface.deluxemaptexture = NULL;
14436 rsurface.uselightmaptexture = false;
14437 rsurface.texture = NULL;
14438 rsurface.rtlight = NULL;
14439 numsurfacelist = 0;
14440 // add visible surfaces to draw list
14441 for (i = 0;i < model->nummodelsurfaces;i++)
14442 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14443 // don't do anything if there were no surfaces
14444 if (!numsurfacelist)
14446 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14449 // update lightmaps if needed
14453 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14458 R_BuildLightMap(ent, surfaces + j);
14463 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14465 R_BuildLightMap(ent, surfaces + j);
14466 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14467 GL_AlphaTest(false);
14469 // add to stats if desired
14470 if (r_speeds.integer && !skysurfaces && !depthonly)
14472 r_refdef.stats.entities_surfaces += numsurfacelist;
14473 for (j = 0;j < numsurfacelist;j++)
14474 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14477 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14480 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14482 static texture_t texture;
14483 static msurface_t surface;
14484 const msurface_t *surfacelist = &surface;
14486 // fake enough texture and surface state to render this geometry
14488 texture.update_lastrenderframe = -1; // regenerate this texture
14489 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14490 texture.currentskinframe = skinframe;
14491 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14492 texture.offsetmapping = OFFSETMAPPING_OFF;
14493 texture.offsetscale = 1;
14494 texture.specularscalemod = 1;
14495 texture.specularpowermod = 1;
14497 surface.texture = &texture;
14498 surface.num_triangles = numtriangles;
14499 surface.num_firsttriangle = firsttriangle;
14500 surface.num_vertices = numvertices;
14501 surface.num_firstvertex = firstvertex;
14504 rsurface.texture = R_GetCurrentTexture(surface.texture);
14505 rsurface.lightmaptexture = NULL;
14506 rsurface.deluxemaptexture = NULL;
14507 rsurface.uselightmaptexture = false;
14508 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14511 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)
14513 static msurface_t surface;
14514 const msurface_t *surfacelist = &surface;
14516 // fake enough texture and surface state to render this geometry
14517 surface.texture = texture;
14518 surface.num_triangles = numtriangles;
14519 surface.num_firsttriangle = firsttriangle;
14520 surface.num_vertices = numvertices;
14521 surface.num_firstvertex = firstvertex;
14524 rsurface.texture = R_GetCurrentTexture(surface.texture);
14525 rsurface.lightmaptexture = NULL;
14526 rsurface.deluxemaptexture = NULL;
14527 rsurface.uselightmaptexture = false;
14528 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);