2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
96 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
97 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
98 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
99 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
101 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
102 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
103 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
105 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
106 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
107 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
108 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
109 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
110 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
111 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
112 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
114 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
115 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
117 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
124 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
125 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
127 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
128 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
129 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
130 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
131 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
132 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
133 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
134 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
135 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
138 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
139 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
140 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
141 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
143 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
144 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
145 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
146 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
148 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
149 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
150 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
151 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
152 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
153 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
154 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
156 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
157 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
158 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
159 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
161 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
163 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
165 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
167 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
168 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
169 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
170 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
171 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
172 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
173 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
174 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
176 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
178 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
180 extern cvar_t v_glslgamma;
182 extern qboolean v_flipped_state;
184 static struct r_bloomstate_s
189 int bloomwidth, bloomheight;
191 int screentexturewidth, screentextureheight;
192 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
194 int bloomtexturewidth, bloomtextureheight;
195 rtexture_t *texture_bloom;
197 // arrays for rendering the screen passes
198 float screentexcoord2f[8];
199 float bloomtexcoord2f[8];
200 float offsettexcoord2f[8];
202 r_viewport_t viewport;
206 r_waterstate_t r_waterstate;
208 /// shadow volume bsp struct with automatically growing nodes buffer
211 rtexture_t *r_texture_blanknormalmap;
212 rtexture_t *r_texture_white;
213 rtexture_t *r_texture_grey128;
214 rtexture_t *r_texture_black;
215 rtexture_t *r_texture_notexture;
216 rtexture_t *r_texture_whitecube;
217 rtexture_t *r_texture_normalizationcube;
218 rtexture_t *r_texture_fogattenuation;
219 rtexture_t *r_texture_gammaramps;
220 unsigned int r_texture_gammaramps_serial;
221 //rtexture_t *r_texture_fogintensity;
222 rtexture_t *r_texture_reflectcube;
224 // TODO: hash lookups?
225 typedef struct cubemapinfo_s
232 int r_texture_numcubemaps;
233 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
235 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
236 unsigned int r_numqueries;
237 unsigned int r_maxqueries;
239 typedef struct r_qwskincache_s
241 char name[MAX_QPATH];
242 skinframe_t *skinframe;
246 static r_qwskincache_t *r_qwskincache;
247 static int r_qwskincache_size;
249 /// vertex coordinates for a quad that covers the screen exactly
250 const float r_screenvertex3f[12] =
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
261 for (i = 0;i < verts;i++)
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
275 for (i = 0;i < verts;i++)
285 // FIXME: move this to client?
288 if (gamemode == GAME_NEHAHRA)
290 Cvar_Set("gl_fogenable", "0");
291 Cvar_Set("gl_fogdensity", "0.2");
292 Cvar_Set("gl_fogred", "0.3");
293 Cvar_Set("gl_foggreen", "0.3");
294 Cvar_Set("gl_fogblue", "0.3");
296 r_refdef.fog_density = 0;
297 r_refdef.fog_red = 0;
298 r_refdef.fog_green = 0;
299 r_refdef.fog_blue = 0;
300 r_refdef.fog_alpha = 1;
301 r_refdef.fog_start = 0;
302 r_refdef.fog_end = 16384;
303 r_refdef.fog_height = 1<<30;
304 r_refdef.fog_fadedepth = 128;
307 static void R_BuildBlankTextures(void)
309 unsigned char data[4];
310 data[2] = 128; // normal X
311 data[1] = 128; // normal Y
312 data[0] = 255; // normal Z
313 data[3] = 128; // height
314 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
332 static void R_BuildNoTexture(void)
335 unsigned char pix[16][16][4];
336 // this makes a light grey/dark grey checkerboard texture
337 for (y = 0;y < 16;y++)
339 for (x = 0;x < 16;x++)
341 if ((y < 8) ^ (x < 8))
357 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
360 static void R_BuildWhiteCube(void)
362 unsigned char data[6*1*1*4];
363 memset(data, 255, sizeof(data));
364 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
367 static void R_BuildNormalizationCube(void)
371 vec_t s, t, intensity;
374 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375 for (side = 0;side < 6;side++)
377 for (y = 0;y < NORMSIZE;y++)
379 for (x = 0;x < NORMSIZE;x++)
381 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
417 intensity = 127.0f / sqrt(DotProduct(v, v));
418 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421 data[((side*64+y)*64+x)*4+3] = 255;
425 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
429 static void R_BuildFogTexture(void)
433 unsigned char data1[FOGWIDTH][4];
434 //unsigned char data2[FOGWIDTH][4];
437 r_refdef.fogmasktable_start = r_refdef.fog_start;
438 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439 r_refdef.fogmasktable_range = r_refdef.fogrange;
440 r_refdef.fogmasktable_density = r_refdef.fog_density;
442 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
445 d = (x * r - r_refdef.fogmasktable_start);
446 if(developer_extra.integer)
447 Con_DPrintf("%f ", d);
449 if (r_fog_exp2.integer)
450 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
452 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453 if(developer_extra.integer)
454 Con_DPrintf(" : %f ", alpha);
455 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456 if(developer_extra.integer)
457 Con_DPrintf(" = %f\n", alpha);
458 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
461 for (x = 0;x < FOGWIDTH;x++)
463 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
468 //data2[x][0] = 255 - b;
469 //data2[x][1] = 255 - b;
470 //data2[x][2] = 255 - b;
473 if (r_texture_fogattenuation)
475 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
480 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
481 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
485 //=======================================================================================================================================================
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "# extension GL_EXT_gpu_shader4 : enable\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "# extension GL_ARB_texture_gather : enable\n"
513 "# ifdef GL_AMD_texture_texture4\n"
514 "# extension GL_AMD_texture_texture4 : enable\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
547 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
559 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
564 "#ifdef FRAGMENT_SHADER\n"
567 " gl_FragColor = gl_Color;\n"
570 "#else // !MODE_SHOWDEPTH\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
579 "#ifdef VERTEX_SHADER\n"
582 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
585 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
593 "uniform sampler2D Texture_Second;\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
613 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
615 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
617 "#ifdef USEVIEWTINT\n"
618 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
628 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
629 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
632 "#ifdef USESATURATION\n"
633 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
639 "#ifdef USEGAMMARAMPS\n"
640 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
646 "#else // !MODE_POSTPROCESS\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
658 "#ifdef VERTEX_SHADER\n"
661 " gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 "#ifdef USESPECULAR\n"
666 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
682 " gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USESPECULAR\n"
688 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 " gl_FragColor *= tex2;\n"
693 " gl_FragColor += tex2;\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
701 "#else // !MODE_GENERIC\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
711 " gl_FrontColor = gl_Color;\n"
712 " TexCoord = gl_MultiTexCoord0.xy;\n"
713 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
724 " vec2 tc = TexCoord;\n"
725 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 " tc += BloomBlur_Parameters.xy;\n"
727 " for (i = 1;i < SAMPLES;i++)\n"
729 " color += texture2D(Texture_First, tc).rgb;\n"
730 " tc += BloomBlur_Parameters.xy;\n"
732 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
744 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
765 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 " // FIXME temporary hack to detect the case that the reflection\n"
770 " // gets blackened at edges due to leaving the area that contains actual\n"
772 " // Remove this 'ack once we have a better way to stop this thing from\n"
774 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
782 "#else // !MODE_REFRACTION\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
797 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 " ModelViewProjectionPosition = gl_Position;\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
822 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 " // FIXME temporary hack to detect the case that the reflection\n"
828 " // gets blackened at edges due to leaving the area that contains actual\n"
830 " // Remove this 'ack once we have a better way to stop this thing from\n"
832 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
846 "#else // !MODE_WATER\n"
851 "// common definitions between vertex shader and fragment shader:\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
897 "uniform vec4 FogPlane;\n"
899 "#ifdef USESHADOWMAPORTHO\n"
900 "varying vec3 ShadowMapTC;\n"
907 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
909 "// fragment shader specific:\n"
910 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Color;\n"
914 "uniform sampler2D Texture_Gloss;\n"
916 "uniform sampler2D Texture_Glow;\n"
918 "#ifdef USEVERTEXTEXTUREBLEND\n"
919 "uniform sampler2D Texture_SecondaryNormal;\n"
920 "uniform sampler2D Texture_SecondaryColor;\n"
921 "uniform sampler2D Texture_SecondaryGloss;\n"
923 "uniform sampler2D Texture_SecondaryGlow;\n"
926 "#ifdef USECOLORMAPPING\n"
927 "uniform sampler2D Texture_Pants;\n"
928 "uniform sampler2D Texture_Shirt;\n"
931 "uniform sampler2D Texture_FogMask;\n"
933 "#ifdef USELIGHTMAP\n"
934 "uniform sampler2D Texture_Lightmap;\n"
936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
937 "uniform sampler2D Texture_Deluxemap;\n"
939 "#ifdef USEREFLECTION\n"
940 "uniform sampler2D Texture_Reflection;\n"
943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
944 "uniform sampler2D Texture_ScreenDepth;\n"
945 "uniform sampler2D Texture_ScreenNormalMap;\n"
947 "#ifdef USEDEFERREDLIGHTMAP\n"
948 "uniform sampler2D Texture_ScreenDiffuse;\n"
949 "uniform sampler2D Texture_ScreenSpecular;\n"
952 "uniform myhalf3 Color_Pants;\n"
953 "uniform myhalf3 Color_Shirt;\n"
954 "uniform myhalf3 FogColor;\n"
957 "uniform float FogRangeRecip;\n"
958 "uniform float FogPlaneViewDist;\n"
959 "uniform float FogHeightFade;\n"
960 "float FogVertex(void)\n"
962 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
963 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
965 "#ifdef USEFOGOUTSIDE\n"
966 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
968 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
970 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
974 "#ifdef USEOFFSETMAPPING\n"
975 "uniform float OffsetMapping_Scale;\n"
976 "vec2 OffsetMapping(vec2 TexCoord)\n"
978 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
979 " // 14 sample relief mapping: linear search and then binary search\n"
980 " // this basically steps forward a small amount repeatedly until it finds\n"
981 " // itself inside solid, then jitters forward and back using decreasing\n"
982 " // amounts to find the impact\n"
983 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
984 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
986 " vec3 RT = vec3(TexCoord, 1);\n"
987 " OffsetVector *= 0.1;\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1001 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1004 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1005 " // this basically moves forward the full distance, and then backs up based\n"
1006 " // on height of samples\n"
1007 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1008 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1010 " TexCoord += OffsetVector;\n"
1011 " OffsetVector *= 0.333;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 " return TexCoord;\n"
1018 "#endif // USEOFFSETMAPPING\n"
1020 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1021 "uniform sampler2D Texture_Attenuation;\n"
1022 "uniform samplerCube Texture_Cube;\n"
1025 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1027 "#ifdef USESHADOWMAPRECT\n"
1028 "# ifdef USESHADOWSAMPLER\n"
1029 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1031 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1035 "#ifdef USESHADOWMAP2D\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1039 "uniform sampler2D Texture_ShadowMap2D;\n"
1043 "#ifdef USESHADOWMAPVSDCT\n"
1044 "uniform samplerCube Texture_CubeProjection;\n"
1047 "#ifdef USESHADOWMAPCUBE\n"
1048 "# ifdef USESHADOWSAMPLER\n"
1049 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1051 "uniform samplerCube Texture_ShadowMapCube;\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1056 "uniform vec2 ShadowMap_TextureScale;\n"
1057 "uniform vec4 ShadowMap_Parameters;\n"
1060 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1061 "# ifdef USESHADOWMAPORTHO\n"
1062 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1064 "# ifdef USESHADOWMAPVSDCT\n"
1065 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1067 " vec3 adir = abs(dir);\n"
1068 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1069 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1070 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1073 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 " vec3 adir = abs(dir);\n"
1076 " float ma = adir.z;\n"
1077 " vec4 proj = vec4(dir, 2.5);\n"
1078 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1079 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1080 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1081 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1085 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1087 "#ifdef USESHADOWMAPCUBE\n"
1088 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1090 " vec3 adir = abs(dir);\n"
1091 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1095 "# ifdef USESHADOWMAPRECT\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1098 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1100 "# ifdef USESHADOWSAMPLER\n"
1102 "# ifdef USESHADOWMAPPCF\n"
1103 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1104 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1106 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# if USESHADOWMAPPCF > 1\n"
1113 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1114 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1115 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1116 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1117 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1118 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1119 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1120 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1123 " vec2 offset = fract(shadowmaptc.xy);\n"
1124 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1125 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1126 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1127 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1128 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1131 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1135 "# ifdef USESHADOWMAPORTHO\n"
1136 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1143 "# ifdef USESHADOWMAP2D\n"
1144 "float ShadowMapCompare(vec3 dir)\n"
1146 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "# ifdef USESHADOWMAPPCF\n"
1151 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1152 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1153 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1155 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1158 "# ifdef USESHADOWMAPPCF\n"
1159 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1160 "# ifdef GL_ARB_texture_gather\n"
1161 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1163 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1165 " vec2 center = shadowmaptc.xy - 1.5, offset = fract(center);\n"
1166 " center = (center - offset)*ShadowMap_TextureScale;\n"
1167 " vec4 group1 = step(shadowmaptc.z, texval(0.0, 0.0));\n"
1168 " vec4 group2 = step(shadowmaptc.z, texval(2.0, 0.0));\n"
1169 " vec4 group3 = step(shadowmaptc.z, texval(0.0, 2.0));\n"
1170 " vec4 group4 = step(shadowmaptc.z, texval(2.0, 2.0));\n"
1171 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1172 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1173 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1175 "# ifdef GL_EXT_gpu_shader4\n"
1176 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1178 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1180 "# if USESHADOWMAPPCF > 1\n"
1181 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1182 " center *= ShadowMap_TextureScale;\n"
1183 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1184 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1185 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1186 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1187 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1188 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1190 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1191 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1192 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1193 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1194 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1195 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1199 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1202 "# ifdef USESHADOWMAPORTHO\n"
1203 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1210 "# ifdef USESHADOWMAPCUBE\n"
1211 "float ShadowMapCompare(vec3 dir)\n"
1213 " // apply depth texture cubemap as light filter\n"
1214 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1216 "# ifdef USESHADOWSAMPLER\n"
1217 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1219 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1224 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1225 "#endif // FRAGMENT_SHADER\n"
1230 "#ifdef MODE_DEFERREDGEOMETRY\n"
1231 "#ifdef VERTEX_SHADER\n"
1232 "uniform mat4 TexMatrix;\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "uniform mat4 BackgroundTexMatrix;\n"
1236 "uniform mat4 ModelViewMatrix;\n"
1239 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1240 "#ifdef USEVERTEXTEXTUREBLEND\n"
1241 " gl_FrontColor = gl_Color;\n"
1242 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1245 " // transform unnormalized eye direction into tangent space\n"
1246 "#ifdef USEOFFSETMAPPING\n"
1247 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1248 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1249 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1250 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1253 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1254 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1255 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1256 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1258 "#endif // VERTEX_SHADER\n"
1260 "#ifdef FRAGMENT_SHADER\n"
1263 "#ifdef USEOFFSETMAPPING\n"
1264 " // apply offsetmapping\n"
1265 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1266 "#define TexCoord TexCoordOffset\n"
1269 "#ifdef USEALPHAKILL\n"
1270 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1274 "#ifdef USEVERTEXTEXTUREBLEND\n"
1275 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1276 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1277 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1278 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1281 "#ifdef USEVERTEXTEXTUREBLEND\n"
1282 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1283 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1286 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1289 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1291 "#endif // FRAGMENT_SHADER\n"
1292 "#else // !MODE_DEFERREDGEOMETRY\n"
1297 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1298 "#ifdef VERTEX_SHADER\n"
1299 "uniform mat4 ModelViewMatrix;\n"
1302 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1303 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1305 "#endif // VERTEX_SHADER\n"
1307 "#ifdef FRAGMENT_SHADER\n"
1308 "uniform mat4 ViewToLight;\n"
1309 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1310 "uniform vec2 ScreenToDepth;\n"
1311 "uniform myhalf3 DeferredColor_Ambient;\n"
1312 "uniform myhalf3 DeferredColor_Diffuse;\n"
1313 "#ifdef USESPECULAR\n"
1314 "uniform myhalf3 DeferredColor_Specular;\n"
1315 "uniform myhalf SpecularPower;\n"
1317 "uniform myhalf2 PixelToScreenTexCoord;\n"
1320 " // calculate viewspace pixel position\n"
1321 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1323 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1324 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1325 " // decode viewspace pixel normal\n"
1326 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1327 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1328 " // surfacenormal = pixel normal in viewspace\n"
1329 " // LightVector = pixel to light in viewspace\n"
1330 " // CubeVector = position in lightspace\n"
1331 " // eyevector = pixel to view in viewspace\n"
1332 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1333 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1334 "#ifdef USEDIFFUSE\n"
1335 " // calculate diffuse shading\n"
1336 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1337 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1339 "#ifdef USESPECULAR\n"
1340 " // calculate directional shading\n"
1341 " vec3 eyevector = position * -1.0;\n"
1342 "# ifdef USEEXACTSPECULARMATH\n"
1343 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1345 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1346 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1350 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1351 " fade *= ShadowMapCompare(CubeVector);\n"
1354 "#ifdef USEDIFFUSE\n"
1355 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1357 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1359 "#ifdef USESPECULAR\n"
1360 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1362 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1365 "# ifdef USECUBEFILTER\n"
1366 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1367 " gl_FragData[0].rgb *= cubecolor;\n"
1368 " gl_FragData[1].rgb *= cubecolor;\n"
1371 "#endif // FRAGMENT_SHADER\n"
1372 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1377 "#ifdef VERTEX_SHADER\n"
1378 "uniform mat4 TexMatrix;\n"
1379 "#ifdef USEVERTEXTEXTUREBLEND\n"
1380 "uniform mat4 BackgroundTexMatrix;\n"
1382 "#ifdef MODE_LIGHTSOURCE\n"
1383 "uniform mat4 ModelToLight;\n"
1385 "#ifdef USESHADOWMAPORTHO\n"
1386 "uniform mat4 ShadowMapMatrix;\n"
1390 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1391 " gl_FrontColor = gl_Color;\n"
1393 " // copy the surface texcoord\n"
1394 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1395 "#ifdef USEVERTEXTEXTUREBLEND\n"
1396 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1398 "#ifdef USELIGHTMAP\n"
1399 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1402 "#ifdef MODE_LIGHTSOURCE\n"
1403 " // transform vertex position into light attenuation/cubemap space\n"
1404 " // (-1 to +1 across the light box)\n"
1405 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1407 "# ifdef USEDIFFUSE\n"
1408 " // transform unnormalized light direction into tangent space\n"
1409 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1410 " // normalize it per pixel)\n"
1411 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1412 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1413 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1414 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1418 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1419 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1420 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1421 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1424 " // transform unnormalized eye direction into tangent space\n"
1425 "#ifdef USEEYEVECTOR\n"
1426 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1427 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1428 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1429 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1433 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1434 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1437 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1438 " VectorS = gl_MultiTexCoord1.xyz;\n"
1439 " VectorT = gl_MultiTexCoord2.xyz;\n"
1440 " VectorR = gl_MultiTexCoord3.xyz;\n"
1443 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1444 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1446 "#ifdef USESHADOWMAPORTHO\n"
1447 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1450 "#ifdef USEREFLECTION\n"
1451 " ModelViewProjectionPosition = gl_Position;\n"
1454 "#endif // VERTEX_SHADER\n"
1459 "#ifdef FRAGMENT_SHADER\n"
1460 "#ifdef USEDEFERREDLIGHTMAP\n"
1461 "uniform myhalf2 PixelToScreenTexCoord;\n"
1462 "uniform myhalf3 DeferredMod_Diffuse;\n"
1463 "uniform myhalf3 DeferredMod_Specular;\n"
1465 "uniform myhalf3 Color_Ambient;\n"
1466 "uniform myhalf3 Color_Diffuse;\n"
1467 "uniform myhalf3 Color_Specular;\n"
1468 "uniform myhalf SpecularPower;\n"
1470 "uniform myhalf3 Color_Glow;\n"
1472 "uniform myhalf Alpha;\n"
1473 "#ifdef USEREFLECTION\n"
1474 "uniform vec4 DistortScaleRefractReflect;\n"
1475 "uniform vec4 ScreenScaleRefractReflect;\n"
1476 "uniform vec4 ScreenCenterRefractReflect;\n"
1477 "uniform myhalf4 ReflectColor;\n"
1479 "#ifdef USEREFLECTCUBE\n"
1480 "uniform mat4 ModelToReflectCube;\n"
1481 "uniform sampler2D Texture_ReflectMask;\n"
1482 "uniform samplerCube Texture_ReflectCube;\n"
1484 "#ifdef MODE_LIGHTDIRECTION\n"
1485 "uniform myhalf3 LightColor;\n"
1487 "#ifdef MODE_LIGHTSOURCE\n"
1488 "uniform myhalf3 LightColor;\n"
1492 "#ifdef USEOFFSETMAPPING\n"
1493 " // apply offsetmapping\n"
1494 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1495 "#define TexCoord TexCoordOffset\n"
1498 " // combine the diffuse textures (base, pants, shirt)\n"
1499 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1500 "#ifdef USEALPHAKILL\n"
1501 " if (color.a < 0.5)\n"
1504 " color.a *= Alpha;\n"
1505 "#ifdef USECOLORMAPPING\n"
1506 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1508 "#ifdef USEVERTEXTEXTUREBLEND\n"
1509 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1510 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1511 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1512 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1514 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1517 " // get the surface normal\n"
1518 "#ifdef USEVERTEXTEXTUREBLEND\n"
1519 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1521 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1524 " // get the material colors\n"
1525 " myhalf3 diffusetex = color.rgb;\n"
1526 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1527 "# ifdef USEVERTEXTEXTUREBLEND\n"
1528 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1530 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1534 "#ifdef USEREFLECTCUBE\n"
1535 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1536 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1537 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1538 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1544 "#ifdef MODE_LIGHTSOURCE\n"
1545 " // light source\n"
1546 "#ifdef USEDIFFUSE\n"
1547 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1548 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1549 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1550 "#ifdef USESPECULAR\n"
1551 "#ifdef USEEXACTSPECULARMATH\n"
1552 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1554 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1555 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1557 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1560 " color.rgb = diffusetex * Color_Ambient;\n"
1562 " color.rgb *= LightColor;\n"
1563 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1564 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1565 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1567 "# ifdef USECUBEFILTER\n"
1568 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1570 "#endif // MODE_LIGHTSOURCE\n"
1575 "#ifdef MODE_LIGHTDIRECTION\n"
1577 "#ifdef USEDIFFUSE\n"
1578 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1580 "#define lightcolor LightColor\n"
1581 "#endif // MODE_LIGHTDIRECTION\n"
1582 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1584 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1585 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1586 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1587 " // convert modelspace light vector to tangentspace\n"
1588 " myhalf3 lightnormal;\n"
1589 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1590 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1591 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1592 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1593 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1594 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1595 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1596 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1597 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1598 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1599 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1600 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1601 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1602 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1603 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1605 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1606 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1607 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1613 "#ifdef MODE_LIGHTMAP\n"
1614 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1615 "#endif // MODE_LIGHTMAP\n"
1616 "#ifdef MODE_VERTEXCOLOR\n"
1617 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1618 "#endif // MODE_VERTEXCOLOR\n"
1619 "#ifdef MODE_FLATCOLOR\n"
1620 " color.rgb = diffusetex * Color_Ambient;\n"
1621 "#endif // MODE_FLATCOLOR\n"
1627 "# ifdef USEDIFFUSE\n"
1628 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1629 "# ifdef USESPECULAR\n"
1630 "# ifdef USEEXACTSPECULARMATH\n"
1631 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1633 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1634 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1636 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1638 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1641 " color.rgb = diffusetex * Color_Ambient;\n"
1645 "#ifdef USESHADOWMAPORTHO\n"
1646 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1649 "#ifdef USEDEFERREDLIGHTMAP\n"
1650 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1651 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1652 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1656 "#ifdef USEVERTEXTEXTUREBLEND\n"
1657 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1659 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1664 "#ifdef MODE_LIGHTSOURCE\n"
1665 " color.rgb *= myhalf(FogVertex());\n"
1667 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1671 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1672 "#ifdef USEREFLECTION\n"
1673 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1674 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1675 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1676 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1677 " // FIXME temporary hack to detect the case that the reflection\n"
1678 " // gets blackened at edges due to leaving the area that contains actual\n"
1680 " // Remove this 'ack once we have a better way to stop this thing from\n"
1682 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1683 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1685 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1686 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1687 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1690 " gl_FragColor = vec4(color);\n"
1692 "#endif // FRAGMENT_SHADER\n"
1694 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1695 "#endif // !MODE_DEFERREDGEOMETRY\n"
1696 "#endif // !MODE_WATER\n"
1697 "#endif // !MODE_REFRACTION\n"
1698 "#endif // !MODE_BLOOMBLUR\n"
1699 "#endif // !MODE_GENERIC\n"
1700 "#endif // !MODE_POSTPROCESS\n"
1701 "#endif // !MODE_SHOWDEPTH\n"
1702 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1706 =========================================================================================================================================================
1710 =========================================================================================================================================================
1714 =========================================================================================================================================================
1718 =========================================================================================================================================================
1722 =========================================================================================================================================================
1726 =========================================================================================================================================================
1730 =========================================================================================================================================================
1733 const char *builtincgshaderstring =
1734 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1735 "// written by Forest 'LordHavoc' Hale\n"
1736 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1738 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1741 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1742 "#define USELIGHTMAP\n"
1744 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1745 "#define USEEYEVECTOR\n"
1748 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1749 "#ifdef VERTEX_SHADER\n"
1752 "float4 gl_Vertex : POSITION,\n"
1753 "uniform float4x4 ModelViewProjectionMatrix,\n"
1754 "out float4 gl_Position : POSITION\n"
1757 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1760 "#else // !MODE_DEPTH_ORSHADOW\n"
1765 "#ifdef MODE_SHOWDEPTH\n"
1766 "#ifdef VERTEX_SHADER\n"
1769 "float4 gl_Vertex : POSITION,\n"
1770 "uniform float4x4 ModelViewProjectionMatrix,\n"
1771 "out float4 gl_Position : POSITION,\n"
1772 "out float4 gl_FrontColor : COLOR0\n"
1775 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1776 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1780 "#ifdef FRAGMENT_SHADER\n"
1783 "float4 gl_FrontColor : COLOR0,\n"
1784 "out float4 gl_FragColor : COLOR\n"
1787 " gl_FragColor = gl_FrontColor;\n"
1790 "#else // !MODE_SHOWDEPTH\n"
1795 "#ifdef MODE_POSTPROCESS\n"
1797 "#ifdef VERTEX_SHADER\n"
1800 "float4 gl_Vertex : POSITION,\n"
1801 "uniform float4x4 ModelViewProjectionMatrix,\n"
1802 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1803 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1804 "out float4 gl_Position : POSITION,\n"
1805 "out float2 TexCoord1 : TEXCOORD0,\n"
1806 "out float2 TexCoord2 : TEXCOORD1\n"
1809 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1810 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1812 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1817 "#ifdef FRAGMENT_SHADER\n"
1820 "float2 TexCoord1 : TEXCOORD0,\n"
1821 "float2 TexCoord2 : TEXCOORD1,\n"
1822 "uniform sampler2D Texture_First,\n"
1824 "uniform sampler2D Texture_Second,\n"
1826 "#ifdef USEGAMMARAMPS\n"
1827 "uniform sampler2D Texture_GammaRamps,\n"
1829 "#ifdef USESATURATION\n"
1830 "uniform float Saturation,\n"
1832 "#ifdef USEVIEWTINT\n"
1833 "uniform float4 ViewTintColor,\n"
1835 "uniform float4 UserVec1,\n"
1836 "uniform float4 UserVec2,\n"
1837 "uniform float4 UserVec3,\n"
1838 "uniform float4 UserVec4,\n"
1839 "uniform float ClientTime,\n"
1840 "uniform float2 PixelSize,\n"
1841 "out float4 gl_FragColor : COLOR\n"
1844 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1846 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1848 "#ifdef USEVIEWTINT\n"
1849 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1852 "#ifdef USEPOSTPROCESSING\n"
1853 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1854 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1855 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1859 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1860 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1863 "#ifdef USESATURATION\n"
1864 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1865 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1866 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1867 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1870 "#ifdef USEGAMMARAMPS\n"
1871 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1872 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1873 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1877 "#else // !MODE_POSTPROCESS\n"
1882 "#ifdef MODE_GENERIC\n"
1883 "#ifdef VERTEX_SHADER\n"
1886 "float4 gl_Vertex : POSITION,\n"
1887 "uniform float4x4 ModelViewProjectionMatrix,\n"
1888 "float4 gl_Color : COLOR0,\n"
1889 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1890 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1891 "out float4 gl_Position : POSITION,\n"
1892 "out float4 gl_FrontColor : COLOR,\n"
1893 "out float2 TexCoord1 : TEXCOORD0,\n"
1894 "out float2 TexCoord2 : TEXCOORD1\n"
1897 " gl_FrontColor = gl_Color;\n"
1898 "#ifdef USEDIFFUSE\n"
1899 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1901 "#ifdef USESPECULAR\n"
1902 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1904 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1908 "#ifdef FRAGMENT_SHADER\n"
1912 "float4 gl_FrontColor : COLOR,\n"
1913 "float2 TexCoord1 : TEXCOORD0,\n"
1914 "float2 TexCoord2 : TEXCOORD1,\n"
1915 "#ifdef USEDIFFUSE\n"
1916 "uniform sampler2D Texture_First,\n"
1918 "#ifdef USESPECULAR\n"
1919 "uniform sampler2D Texture_Second,\n"
1921 "out float4 gl_FragColor : COLOR\n"
1924 " gl_FragColor = gl_FrontColor;\n"
1925 "#ifdef USEDIFFUSE\n"
1926 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1929 "#ifdef USESPECULAR\n"
1930 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1931 "# ifdef USECOLORMAPPING\n"
1932 " gl_FragColor *= tex2;\n"
1935 " gl_FragColor += tex2;\n"
1937 "# ifdef USEVERTEXTEXTUREBLEND\n"
1938 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1943 "#else // !MODE_GENERIC\n"
1948 "#ifdef MODE_BLOOMBLUR\n"
1949 "#ifdef VERTEX_SHADER\n"
1952 "float4 gl_Vertex : POSITION,\n"
1953 "uniform float4x4 ModelViewProjectionMatrix,\n"
1954 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1955 "out float4 gl_Position : POSITION,\n"
1956 "out float2 TexCoord : TEXCOORD0\n"
1959 " TexCoord = gl_MultiTexCoord0.xy;\n"
1960 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1964 "#ifdef FRAGMENT_SHADER\n"
1968 "float2 TexCoord : TEXCOORD0,\n"
1969 "uniform sampler2D Texture_First,\n"
1970 "uniform float4 BloomBlur_Parameters,\n"
1971 "out float4 gl_FragColor : COLOR\n"
1975 " float2 tc = TexCoord;\n"
1976 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1977 " tc += BloomBlur_Parameters.xy;\n"
1978 " for (i = 1;i < SAMPLES;i++)\n"
1980 " color += tex2D(Texture_First, tc).rgb;\n"
1981 " tc += BloomBlur_Parameters.xy;\n"
1983 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1986 "#else // !MODE_BLOOMBLUR\n"
1987 "#ifdef MODE_REFRACTION\n"
1988 "#ifdef VERTEX_SHADER\n"
1991 "float4 gl_Vertex : POSITION,\n"
1992 "uniform float4x4 ModelViewProjectionMatrix,\n"
1993 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1994 "uniform float4x4 TexMatrix,\n"
1995 "uniform float3 EyePosition,\n"
1996 "out float4 gl_Position : POSITION,\n"
1997 "out float2 TexCoord : TEXCOORD0,\n"
1998 "out float3 EyeVector : TEXCOORD1,\n"
1999 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2002 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2003 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2004 " ModelViewProjectionPosition = gl_Position;\n"
2008 "#ifdef FRAGMENT_SHADER\n"
2011 "float2 TexCoord : TEXCOORD0,\n"
2012 "float3 EyeVector : TEXCOORD1,\n"
2013 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2014 "uniform sampler2D Texture_Normal,\n"
2015 "uniform sampler2D Texture_Refraction,\n"
2016 "uniform sampler2D Texture_Reflection,\n"
2017 "uniform float4 DistortScaleRefractReflect,\n"
2018 "uniform float4 ScreenScaleRefractReflect,\n"
2019 "uniform float4 ScreenCenterRefractReflect,\n"
2020 "uniform float4 RefractColor,\n"
2021 "out float4 gl_FragColor : COLOR\n"
2024 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2025 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2027 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2028 " // FIXME temporary hack to detect the case that the reflection\n"
2029 " // gets blackened at edges due to leaving the area that contains actual\n"
2031 " // Remove this 'ack once we have a better way to stop this thing from\n"
2033 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2034 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2036 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2037 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2038 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2041 "#else // !MODE_REFRACTION\n"
2046 "#ifdef MODE_WATER\n"
2047 "#ifdef VERTEX_SHADER\n"
2051 "float4 gl_Vertex : POSITION,\n"
2052 "uniform float4x4 ModelViewProjectionMatrix,\n"
2053 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2054 "uniform float4x4 TexMatrix,\n"
2055 "uniform float3 EyePosition,\n"
2056 "out float4 gl_Position : POSITION,\n"
2057 "out float2 TexCoord : TEXCOORD0,\n"
2058 "out float3 EyeVector : TEXCOORD1,\n"
2059 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2062 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2063 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2064 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2065 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2066 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2067 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2068 " ModelViewProjectionPosition = gl_Position;\n"
2072 "#ifdef FRAGMENT_SHADER\n"
2075 "float2 TexCoord : TEXCOORD0,\n"
2076 "float3 EyeVector : TEXCOORD1,\n"
2077 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2078 "uniform sampler2D Texture_Normal,\n"
2079 "uniform sampler2D Texture_Refraction,\n"
2080 "uniform sampler2D Texture_Reflection,\n"
2081 "uniform float4 DistortScaleRefractReflect,\n"
2082 "uniform float4 ScreenScaleRefractReflect,\n"
2083 "uniform float4 ScreenCenterRefractReflect,\n"
2084 "uniform float4 RefractColor,\n"
2085 "uniform float4 ReflectColor,\n"
2086 "uniform float ReflectFactor,\n"
2087 "uniform float ReflectOffset,\n"
2088 "out float4 gl_FragColor : COLOR\n"
2091 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2092 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2094 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2095 " // FIXME temporary hack to detect the case that the reflection\n"
2096 " // gets blackened at edges due to leaving the area that contains actual\n"
2098 " // Remove this 'ack once we have a better way to stop this thing from\n"
2100 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2101 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2103 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2104 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2105 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2106 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2108 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2109 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2110 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2111 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2114 "#else // !MODE_WATER\n"
2119 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2121 "// fragment shader specific:\n"
2122 "#ifdef FRAGMENT_SHADER\n"
2125 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2128 "#ifdef USEFOGOUTSIDE\n"
2129 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2131 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2133 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2137 "#ifdef USEOFFSETMAPPING\n"
2138 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2140 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2141 " // 14 sample relief mapping: linear search and then binary search\n"
2142 " // this basically steps forward a small amount repeatedly until it finds\n"
2143 " // itself inside solid, then jitters forward and back using decreasing\n"
2144 " // amounts to find the impact\n"
2145 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2146 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2148 " float3 RT = float3(TexCoord, 1);\n"
2149 " OffsetVector *= 0.1;\n"
2150 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2159 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2163 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2166 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2167 " // this basically moves forward the full distance, and then backs up based\n"
2168 " // on height of samples\n"
2169 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2170 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2171 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2172 " TexCoord += OffsetVector;\n"
2173 " OffsetVector *= 0.333;\n"
2174 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2177 " return TexCoord;\n"
2180 "#endif // USEOFFSETMAPPING\n"
2182 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2184 "# ifdef USESHADOWMAPORTHO\n"
2185 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2187 "# ifdef USESHADOWMAPVSDCT\n"
2188 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2190 " float3 adir = abs(dir);\n"
2191 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2192 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2193 " return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2196 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2198 " float3 adir = abs(dir);\n"
2199 " float ma = adir.z;\n"
2200 " float4 proj = float4(dir, 2.5);\n"
2201 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2202 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2203 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2204 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2208 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2210 "#ifdef USESHADOWMAPCUBE\n"
2211 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2213 " float3 adir = abs(dir);\n"
2214 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2218 "# ifdef USESHADOWMAPRECT\n"
2219 "#ifdef USESHADOWMAPVSDCT\n"
2220 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2222 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2225 "#ifdef USESHADOWMAPVSDCT\n"
2226 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2228 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2231 "# ifdef USESHADOWSAMPLER\n"
2233 "# ifdef USESHADOWMAPPCF\n"
2234 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2235 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2237 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2242 "# ifdef USESHADOWMAPPCF\n"
2243 "# if USESHADOWMAPPCF > 1\n"
2244 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2245 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2246 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2247 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2248 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2249 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2250 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2251 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2253 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2254 " float2 offset = frac(shadowmaptc.xy);\n"
2255 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2256 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2257 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2258 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2259 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2262 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2266 "# ifdef USESHADOWMAPORTHO\n"
2267 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2274 "# ifdef USESHADOWMAP2D\n"
2275 "#ifdef USESHADOWMAPVSDCT\n"
2276 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2278 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2281 "#ifdef USESHADOWMAPVSDCT\n"
2282 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2284 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2288 "# ifdef USESHADOWSAMPLER\n"
2289 "# ifdef USESHADOWMAPPCF\n"
2290 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2291 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2292 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2294 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2297 "# ifdef USESHADOWMAPPCF\n"
2298 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2299 "# ifdef GL_ARB_texture_gather\n"
2300 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
2302 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2304 " float2 center = shadowmaptc.xy - 1.5, offset = fract(center);\n"
2305 " center = (center - offset)*ShadowMap_TextureScale;\n"
2306 " float4 group1 = step(shadowmaptc.z, texval(0.0, 0.0));\n"
2307 " float4 group2 = step(shadowmaptc.z, texval(2.0, 0.0));\n"
2308 " float4 group3 = step(shadowmaptc.z, texval(0.0, 2.0));\n"
2309 " float4 group4 = step(shadowmaptc.z, texval(2.0, 2.0));\n"
2310 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2311 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2312 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2314 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2315 "# if USESHADOWMAPPCF > 1\n"
2316 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2317 " center *= ShadowMap_TextureScale;\n"
2318 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2319 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2320 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2321 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2322 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2323 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2325 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2326 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2327 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2328 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2329 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2330 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2334 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2337 "# ifdef USESHADOWMAPORTHO\n"
2338 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2345 "# ifdef USESHADOWMAPCUBE\n"
2346 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2348 " // apply depth texture cubemap as light filter\n"
2349 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2351 "# ifdef USESHADOWSAMPLER\n"
2352 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2354 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2360 "#endif // FRAGMENT_SHADER\n"
2365 "#ifdef MODE_DEFERREDGEOMETRY\n"
2366 "#ifdef VERTEX_SHADER\n"
2369 "float4 gl_Vertex : POSITION,\n"
2370 "uniform float4x4 ModelViewProjectionMatrix,\n"
2371 "#ifdef USEVERTEXTEXTUREBLEND\n"
2372 "float4 gl_Color : COLOR0,\n"
2374 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2375 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2376 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2377 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2378 "uniform float4x4 TexMatrix,\n"
2379 "#ifdef USEVERTEXTEXTUREBLEND\n"
2380 "uniform float4x4 BackgroundTexMatrix,\n"
2382 "uniform float4x4 ModelViewMatrix,\n"
2383 "#ifdef USEOFFSETMAPPING\n"
2384 "uniform float3 EyePosition,\n"
2386 "out float4 gl_Position : POSITION,\n"
2387 "out float4 gl_FrontColor : COLOR,\n"
2388 "out float4 TexCoordBoth : TEXCOORD0,\n"
2389 "#ifdef USEOFFSETMAPPING\n"
2390 "out float3 EyeVector : TEXCOORD2,\n"
2392 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2393 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2394 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2397 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2398 "#ifdef USEVERTEXTEXTUREBLEND\n"
2399 " gl_FrontColor = gl_Color;\n"
2400 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2403 " // transform unnormalized eye direction into tangent space\n"
2404 "#ifdef USEOFFSETMAPPING\n"
2405 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2406 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2407 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2408 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2411 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2412 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2413 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2414 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2416 "#endif // VERTEX_SHADER\n"
2418 "#ifdef FRAGMENT_SHADER\n"
2421 "float4 TexCoordBoth : TEXCOORD0,\n"
2422 "float3 EyeVector : TEXCOORD2,\n"
2423 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2424 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2425 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2426 "uniform sampler2D Texture_Normal,\n"
2427 "#ifdef USEALPHAKILL\n"
2428 "uniform sampler2D Texture_Color,\n"
2430 "uniform sampler2D Texture_Gloss,\n"
2431 "#ifdef USEVERTEXTEXTUREBLEND\n"
2432 "uniform sampler2D Texture_SecondaryNormal,\n"
2433 "uniform sampler2D Texture_SecondaryGloss,\n"
2435 "#ifdef USEOFFSETMAPPING\n"
2436 "uniform float OffsetMapping_Scale,\n"
2438 "uniform half SpecularPower,\n"
2439 "out float4 gl_FragColor : COLOR\n"
2442 " float2 TexCoord = TexCoordBoth.xy;\n"
2443 "#ifdef USEOFFSETMAPPING\n"
2444 " // apply offsetmapping\n"
2445 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2446 "#define TexCoord TexCoordOffset\n"
2449 "#ifdef USEALPHAKILL\n"
2450 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2454 "#ifdef USEVERTEXTEXTUREBLEND\n"
2455 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2456 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2457 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2458 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2461 "#ifdef USEVERTEXTEXTUREBLEND\n"
2462 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2463 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2465 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2466 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2469 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2471 "#endif // FRAGMENT_SHADER\n"
2472 "#else // !MODE_DEFERREDGEOMETRY\n"
2477 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2478 "#ifdef VERTEX_SHADER\n"
2481 "float4 gl_Vertex : POSITION,\n"
2482 "uniform float4x4 ModelViewProjectionMatrix,\n"
2483 "uniform float4x4 ModelViewMatrix,\n"
2484 "out float4 gl_Position : POSITION,\n"
2485 "out float4 ModelViewPosition : TEXCOORD0\n"
2488 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2489 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2491 "#endif // VERTEX_SHADER\n"
2493 "#ifdef FRAGMENT_SHADER\n"
2496 "float2 Pixel : WPOS,\n"
2497 "float4 ModelViewPosition : TEXCOORD0,\n"
2498 "uniform float4x4 ViewToLight,\n"
2499 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2500 "uniform float3 LightPosition,\n"
2501 "uniform half2 PixelToScreenTexCoord,\n"
2502 "uniform half3 DeferredColor_Ambient,\n"
2503 "uniform half3 DeferredColor_Diffuse,\n"
2504 "#ifdef USESPECULAR\n"
2505 "uniform half3 DeferredColor_Specular,\n"
2506 "uniform half SpecularPower,\n"
2508 "uniform sampler2D Texture_Attenuation,\n"
2509 "uniform sampler2D Texture_ScreenDepth,\n"
2510 "uniform sampler2D Texture_ScreenNormalMap,\n"
2512 "#ifdef USESHADOWMAPRECT\n"
2513 "# ifdef USESHADOWSAMPLER\n"
2514 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2516 "uniform samplerRECT Texture_ShadowMapRect,\n"
2520 "#ifdef USESHADOWMAP2D\n"
2521 "# ifdef USESHADOWSAMPLER\n"
2522 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2524 "uniform sampler2D Texture_ShadowMap2D,\n"
2528 "#ifdef USESHADOWMAPVSDCT\n"
2529 "uniform samplerCUBE Texture_CubeProjection,\n"
2532 "#ifdef USESHADOWMAPCUBE\n"
2533 "# ifdef USESHADOWSAMPLER\n"
2534 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2536 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2540 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2541 "uniform float2 ShadowMap_TextureScale,\n"
2542 "uniform float4 ShadowMap_Parameters,\n"
2545 "out float4 gl_FragData0 : COLOR0,\n"
2546 "out float4 gl_FragData1 : COLOR1\n"
2549 " // calculate viewspace pixel position\n"
2550 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2551 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2552 " float3 position;\n"
2553 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2554 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2555 " // decode viewspace pixel normal\n"
2556 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2557 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2558 " // surfacenormal = pixel normal in viewspace\n"
2559 " // LightVector = pixel to light in viewspace\n"
2560 " // CubeVector = position in lightspace\n"
2561 " // eyevector = pixel to view in viewspace\n"
2562 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2563 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2564 "#ifdef USEDIFFUSE\n"
2565 " // calculate diffuse shading\n"
2566 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2567 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2569 "#ifdef USESPECULAR\n"
2570 " // calculate directional shading\n"
2571 " float3 eyevector = position * -1.0;\n"
2572 "# ifdef USEEXACTSPECULARMATH\n"
2573 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2575 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2576 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2580 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2581 " fade *= ShadowMapCompare(CubeVector,\n"
2582 "# if defined(USESHADOWMAP2D)\n"
2583 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2585 "# if defined(USESHADOWMAPRECT)\n"
2586 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2588 "# if defined(USESHADOWMAPCUBE)\n"
2589 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2592 "#ifdef USESHADOWMAPVSDCT\n"
2593 ", Texture_CubeProjection\n"
2598 "#ifdef USEDIFFUSE\n"
2599 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2601 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2603 "#ifdef USESPECULAR\n"
2604 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2606 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2609 "# ifdef USECUBEFILTER\n"
2610 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2611 " gl_FragData0.rgb *= cubecolor;\n"
2612 " gl_FragData1.rgb *= cubecolor;\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2621 "#ifdef VERTEX_SHADER\n"
2624 "float4 gl_Vertex : POSITION,\n"
2625 "uniform float4x4 ModelViewProjectionMatrix,\n"
2626 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2627 "float4 gl_Color : COLOR0,\n"
2629 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2630 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2631 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2632 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2633 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2635 "uniform float3 EyePosition,\n"
2636 "uniform float4x4 TexMatrix,\n"
2637 "#ifdef USEVERTEXTEXTUREBLEND\n"
2638 "uniform float4x4 BackgroundTexMatrix,\n"
2640 "#ifdef MODE_LIGHTSOURCE\n"
2641 "uniform float4x4 ModelToLight,\n"
2643 "#ifdef MODE_LIGHTSOURCE\n"
2644 "uniform float3 LightPosition,\n"
2646 "#ifdef MODE_LIGHTDIRECTION\n"
2647 "uniform float3 LightDir,\n"
2649 "uniform float4 FogPlane,\n"
2650 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2651 "uniform float3 LightPosition,\n"
2653 "#ifdef USESHADOWMAPORTHO\n"
2654 "uniform float4x4 ShadowMapMatrix,\n"
2657 "out float4 gl_FrontColor : COLOR,\n"
2658 "out float4 TexCoordBoth : TEXCOORD0,\n"
2659 "#ifdef USELIGHTMAP\n"
2660 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2662 "#ifdef USEEYEVECTOR\n"
2663 "out float3 EyeVector : TEXCOORD2,\n"
2665 "#ifdef USEREFLECTION\n"
2666 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2669 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2671 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2672 "out float3 LightVector : TEXCOORD1,\n"
2674 "#ifdef MODE_LIGHTSOURCE\n"
2675 "out float3 CubeVector : TEXCOORD3,\n"
2677 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2678 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2682 "#ifdef USESHADOWMAPORTHO\n"
2683 "out float3 ShadowMapTC : TEXCOORD8,\n"
2685 "out float4 gl_Position : POSITION\n"
2688 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2689 " gl_FrontColor = gl_Color;\n"
2691 " // copy the surface texcoord\n"
2692 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2693 "#ifdef USEVERTEXTEXTUREBLEND\n"
2694 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2696 "#ifdef USELIGHTMAP\n"
2697 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2700 "#ifdef MODE_LIGHTSOURCE\n"
2701 " // transform vertex position into light attenuation/cubemap space\n"
2702 " // (-1 to +1 across the light box)\n"
2703 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2705 "# ifdef USEDIFFUSE\n"
2706 " // transform unnormalized light direction into tangent space\n"
2707 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2708 " // normalize it per pixel)\n"
2709 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2710 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2711 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2712 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2716 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2717 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2718 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2719 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2722 " // transform unnormalized eye direction into tangent space\n"
2723 "#ifdef USEEYEVECTOR\n"
2724 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2725 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2726 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2727 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2731 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2732 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2735 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2736 " VectorS = gl_MultiTexCoord1.xyz;\n"
2737 " VectorT = gl_MultiTexCoord2.xyz;\n"
2738 " VectorR = gl_MultiTexCoord3.xyz;\n"
2741 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2742 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2744 "#ifdef USESHADOWMAPORTHO\n"
2745 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2748 "#ifdef USEREFLECTION\n"
2749 " ModelViewProjectionPosition = gl_Position;\n"
2752 "#endif // VERTEX_SHADER\n"
2757 "#ifdef FRAGMENT_SHADER\n"
2760 "#ifdef USEDEFERREDLIGHTMAP\n"
2761 "float2 Pixel : WPOS,\n"
2763 "float4 gl_FrontColor : COLOR,\n"
2764 "float4 TexCoordBoth : TEXCOORD0,\n"
2765 "#ifdef USELIGHTMAP\n"
2766 "float2 TexCoordLightmap : TEXCOORD1,\n"
2768 "#ifdef USEEYEVECTOR\n"
2769 "float3 EyeVector : TEXCOORD2,\n"
2771 "#ifdef USEREFLECTION\n"
2772 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2775 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2777 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2778 "float3 LightVector : TEXCOORD1,\n"
2780 "#ifdef MODE_LIGHTSOURCE\n"
2781 "float3 CubeVector : TEXCOORD3,\n"
2783 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2784 "float4 ModelViewPosition : TEXCOORD0,\n"
2786 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2787 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2788 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2789 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2791 "#ifdef USESHADOWMAPORTHO\n"
2792 "float3 ShadowMapTC : TEXCOORD8,\n"
2795 "uniform sampler2D Texture_Normal,\n"
2796 "uniform sampler2D Texture_Color,\n"
2797 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2798 "uniform sampler2D Texture_Gloss,\n"
2801 "uniform sampler2D Texture_Glow,\n"
2803 "#ifdef USEVERTEXTEXTUREBLEND\n"
2804 "uniform sampler2D Texture_SecondaryNormal,\n"
2805 "uniform sampler2D Texture_SecondaryColor,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_SecondaryGloss,\n"
2810 "uniform sampler2D Texture_SecondaryGlow,\n"
2813 "#ifdef USECOLORMAPPING\n"
2814 "uniform sampler2D Texture_Pants,\n"
2815 "uniform sampler2D Texture_Shirt,\n"
2818 "uniform sampler2D Texture_FogMask,\n"
2820 "#ifdef USELIGHTMAP\n"
2821 "uniform sampler2D Texture_Lightmap,\n"
2823 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2824 "uniform sampler2D Texture_Deluxemap,\n"
2826 "#ifdef USEREFLECTION\n"
2827 "uniform sampler2D Texture_Reflection,\n"
2830 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2831 "uniform sampler2D Texture_ScreenDepth,\n"
2832 "uniform sampler2D Texture_ScreenNormalMap,\n"
2834 "#ifdef USEDEFERREDLIGHTMAP\n"
2835 "uniform sampler2D Texture_ScreenDiffuse,\n"
2836 "uniform sampler2D Texture_ScreenSpecular,\n"
2839 "#ifdef USECOLORMAPPING\n"
2840 "uniform half3 Color_Pants,\n"
2841 "uniform half3 Color_Shirt,\n"
2844 "uniform float3 FogColor,\n"
2845 "uniform float FogRangeRecip,\n"
2846 "uniform float FogPlaneViewDist,\n"
2847 "uniform float FogHeightFade,\n"
2850 "#ifdef USEOFFSETMAPPING\n"
2851 "uniform float OffsetMapping_Scale,\n"
2854 "#ifdef USEDEFERREDLIGHTMAP\n"
2855 "uniform half2 PixelToScreenTexCoord,\n"
2856 "uniform half3 DeferredMod_Diffuse,\n"
2857 "uniform half3 DeferredMod_Specular,\n"
2859 "uniform half3 Color_Ambient,\n"
2860 "uniform half3 Color_Diffuse,\n"
2861 "uniform half3 Color_Specular,\n"
2862 "uniform half SpecularPower,\n"
2864 "uniform half3 Color_Glow,\n"
2866 "uniform half Alpha,\n"
2867 "#ifdef USEREFLECTION\n"
2868 "uniform float4 DistortScaleRefractReflect,\n"
2869 "uniform float4 ScreenScaleRefractReflect,\n"
2870 "uniform float4 ScreenCenterRefractReflect,\n"
2871 "uniform half4 ReflectColor,\n"
2873 "#ifdef USEREFLECTCUBE\n"
2874 "uniform float4x4 ModelToReflectCube,\n"
2875 "uniform sampler2D Texture_ReflectMask,\n"
2876 "uniform samplerCUBE Texture_ReflectCube,\n"
2878 "#ifdef MODE_LIGHTDIRECTION\n"
2879 "uniform half3 LightColor,\n"
2881 "#ifdef MODE_LIGHTSOURCE\n"
2882 "uniform half3 LightColor,\n"
2885 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2886 "uniform sampler2D Texture_Attenuation,\n"
2887 "uniform samplerCUBE Texture_Cube,\n"
2890 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2892 "#ifdef USESHADOWMAPRECT\n"
2893 "# ifdef USESHADOWSAMPLER\n"
2894 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2896 "uniform samplerRECT Texture_ShadowMapRect,\n"
2900 "#ifdef USESHADOWMAP2D\n"
2901 "# ifdef USESHADOWSAMPLER\n"
2902 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2904 "uniform sampler2D Texture_ShadowMap2D,\n"
2908 "#ifdef USESHADOWMAPVSDCT\n"
2909 "uniform samplerCUBE Texture_CubeProjection,\n"
2912 "#ifdef USESHADOWMAPCUBE\n"
2913 "# ifdef USESHADOWSAMPLER\n"
2914 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2916 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2920 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2921 "uniform float2 ShadowMap_TextureScale,\n"
2922 "uniform float4 ShadowMap_Parameters,\n"
2924 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2926 "out float4 gl_FragColor : COLOR\n"
2929 " float2 TexCoord = TexCoordBoth.xy;\n"
2930 "#ifdef USEVERTEXTEXTUREBLEND\n"
2931 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2933 "#ifdef USEOFFSETMAPPING\n"
2934 " // apply offsetmapping\n"
2935 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2936 "#define TexCoord TexCoordOffset\n"
2939 " // combine the diffuse textures (base, pants, shirt)\n"
2940 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2941 "#ifdef USEALPHAKILL\n"
2942 " if (color.a < 0.5)\n"
2945 " color.a *= Alpha;\n"
2946 "#ifdef USECOLORMAPPING\n"
2947 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2949 "#ifdef USEVERTEXTEXTUREBLEND\n"
2950 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2951 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2952 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2953 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2955 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2958 " // get the surface normal\n"
2959 "#ifdef USEVERTEXTEXTUREBLEND\n"
2960 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2962 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2965 " // get the material colors\n"
2966 " half3 diffusetex = color.rgb;\n"
2967 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2968 "# ifdef USEVERTEXTEXTUREBLEND\n"
2969 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2971 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2975 "#ifdef USEREFLECTCUBE\n"
2976 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2977 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2978 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2979 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2985 "#ifdef MODE_LIGHTSOURCE\n"
2986 " // light source\n"
2987 "#ifdef USEDIFFUSE\n"
2988 " half3 lightnormal = half3(normalize(LightVector));\n"
2989 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2990 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2991 "#ifdef USESPECULAR\n"
2992 "#ifdef USEEXACTSPECULARMATH\n"
2993 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
2995 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2996 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
2998 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3001 " color.rgb = diffusetex * Color_Ambient;\n"
3003 " color.rgb *= LightColor;\n"
3004 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3005 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3006 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3007 "# if defined(USESHADOWMAP2D)\n"
3008 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3010 "# if defined(USESHADOWMAPRECT)\n"
3011 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3013 "# if defined(USESHADOWMAPCUBE)\n"
3014 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3017 "#ifdef USESHADOWMAPVSDCT\n"
3018 ", Texture_CubeProjection\n"
3023 "# ifdef USECUBEFILTER\n"
3024 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3026 "#endif // MODE_LIGHTSOURCE\n"
3031 "#ifdef MODE_LIGHTDIRECTION\n"
3033 "#ifdef USEDIFFUSE\n"
3034 " half3 lightnormal = half3(normalize(LightVector));\n"
3036 "#define lightcolor LightColor\n"
3037 "#endif // MODE_LIGHTDIRECTION\n"
3038 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3040 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3041 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3042 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3043 " // convert modelspace light vector to tangentspace\n"
3044 " half3 lightnormal;\n"
3045 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3046 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3047 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3048 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3049 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3050 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3051 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3052 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3053 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3054 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3055 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3056 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3057 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3058 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3059 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3061 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3062 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3063 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3069 "#ifdef MODE_LIGHTMAP\n"
3070 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3071 "#endif // MODE_LIGHTMAP\n"
3072 "#ifdef MODE_VERTEXCOLOR\n"
3073 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3074 "#endif // MODE_VERTEXCOLOR\n"
3075 "#ifdef MODE_FLATCOLOR\n"
3076 " color.rgb = diffusetex * Color_Ambient;\n"
3077 "#endif // MODE_FLATCOLOR\n"
3083 "# ifdef USEDIFFUSE\n"
3084 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3085 "# ifdef USESPECULAR\n"
3086 "# ifdef USEEXACTSPECULARMATH\n"
3087 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3089 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3090 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3092 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3094 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3097 " color.rgb = diffusetex * Color_Ambient;\n"
3101 "#ifdef USESHADOWMAPORTHO\n"
3102 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3103 "# if defined(USESHADOWMAP2D)\n"
3104 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "# if defined(USESHADOWMAPRECT)\n"
3107 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3112 "#ifdef USEDEFERREDLIGHTMAP\n"
3113 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3114 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3115 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3119 "#ifdef USEVERTEXTEXTUREBLEND\n"
3120 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3122 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3127 "#ifdef MODE_LIGHTSOURCE\n"
3128 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3130 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3134 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3135 "#ifdef USEREFLECTION\n"
3136 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3137 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3138 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3139 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3140 " // FIXME temporary hack to detect the case that the reflection\n"
3141 " // gets blackened at edges due to leaving the area that contains actual\n"
3143 " // Remove this 'ack once we have a better way to stop this thing from\n"
3145 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3146 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3147 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3148 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3149 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3150 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3153 " gl_FragColor = float4(color);\n"
3155 "#endif // FRAGMENT_SHADER\n"
3157 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3158 "#endif // !MODE_DEFERREDGEOMETRY\n"
3159 "#endif // !MODE_WATER\n"
3160 "#endif // !MODE_REFRACTION\n"
3161 "#endif // !MODE_BLOOMBLUR\n"
3162 "#endif // !MODE_GENERIC\n"
3163 "#endif // !MODE_POSTPROCESS\n"
3164 "#endif // !MODE_SHOWDEPTH\n"
3165 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3168 char *glslshaderstring = NULL;
3169 char *cgshaderstring = NULL;
3171 //=======================================================================================================================================================
3173 typedef struct shaderpermutationinfo_s
3175 const char *pretext;
3178 shaderpermutationinfo_t;
3180 typedef struct shadermodeinfo_s
3182 const char *vertexfilename;
3183 const char *geometryfilename;
3184 const char *fragmentfilename;
3185 const char *pretext;
3190 typedef enum shaderpermutation_e
3192 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3193 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3194 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3195 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3196 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3197 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3198 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3199 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3200 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3201 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3202 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3203 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3204 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3205 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3206 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3207 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3208 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3209 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3210 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3211 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3212 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3213 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3214 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3215 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3216 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3217 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3218 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3219 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3220 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3221 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3223 shaderpermutation_t;
3225 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3226 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3228 {"#define USEDIFFUSE\n", " diffuse"},
3229 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3230 {"#define USEVIEWTINT\n", " viewtint"},
3231 {"#define USECOLORMAPPING\n", " colormapping"},
3232 {"#define USESATURATION\n", " saturation"},
3233 {"#define USEFOGINSIDE\n", " foginside"},
3234 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3235 {"#define USEGAMMARAMPS\n", " gammaramps"},
3236 {"#define USECUBEFILTER\n", " cubefilter"},
3237 {"#define USEGLOW\n", " glow"},
3238 {"#define USEBLOOM\n", " bloom"},
3239 {"#define USESPECULAR\n", " specular"},
3240 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3241 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3242 {"#define USEREFLECTION\n", " reflection"},
3243 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3244 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3245 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3246 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3247 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3248 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3249 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3250 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3251 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3252 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3253 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3254 {"#define USEALPHAKILL\n", " alphakill"},
3255 {"#define USEREFLECTCUBE\n", " reflectcube"},
3258 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3259 typedef enum shadermode_e
3261 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3262 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3263 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3264 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3265 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3266 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3267 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3268 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3269 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3270 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3271 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3272 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3273 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3274 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3275 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3280 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3281 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3283 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3285 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3289 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3290 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3291 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3292 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3293 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3294 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3295 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3296 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3297 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3301 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3303 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3305 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3309 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3310 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3311 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3312 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3313 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3314 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3315 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3316 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3317 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3321 struct r_glsl_permutation_s;
3322 typedef struct r_glsl_permutation_s
3324 /// hash lookup data
3325 struct r_glsl_permutation_s *hashnext;
3327 unsigned int permutation;
3329 /// indicates if we have tried compiling this permutation already
3331 /// 0 if compilation failed
3333 /// locations of detected uniforms in program object, or -1 if not found
3334 int loc_Texture_First;
3335 int loc_Texture_Second;
3336 int loc_Texture_GammaRamps;
3337 int loc_Texture_Normal;
3338 int loc_Texture_Color;
3339 int loc_Texture_Gloss;
3340 int loc_Texture_Glow;
3341 int loc_Texture_SecondaryNormal;
3342 int loc_Texture_SecondaryColor;
3343 int loc_Texture_SecondaryGloss;
3344 int loc_Texture_SecondaryGlow;
3345 int loc_Texture_Pants;
3346 int loc_Texture_Shirt;
3347 int loc_Texture_FogMask;
3348 int loc_Texture_Lightmap;
3349 int loc_Texture_Deluxemap;
3350 int loc_Texture_Attenuation;
3351 int loc_Texture_Cube;
3352 int loc_Texture_Refraction;
3353 int loc_Texture_Reflection;
3354 int loc_Texture_ShadowMapRect;
3355 int loc_Texture_ShadowMapCube;
3356 int loc_Texture_ShadowMap2D;
3357 int loc_Texture_CubeProjection;
3358 int loc_Texture_ScreenDepth;
3359 int loc_Texture_ScreenNormalMap;
3360 int loc_Texture_ScreenDiffuse;
3361 int loc_Texture_ScreenSpecular;
3362 int loc_Texture_ReflectMask;
3363 int loc_Texture_ReflectCube;
3365 int loc_BloomBlur_Parameters;
3367 int loc_Color_Ambient;
3368 int loc_Color_Diffuse;
3369 int loc_Color_Specular;
3371 int loc_Color_Pants;
3372 int loc_Color_Shirt;
3373 int loc_DeferredColor_Ambient;
3374 int loc_DeferredColor_Diffuse;
3375 int loc_DeferredColor_Specular;
3376 int loc_DeferredMod_Diffuse;
3377 int loc_DeferredMod_Specular;
3378 int loc_DistortScaleRefractReflect;
3379 int loc_EyePosition;
3381 int loc_FogHeightFade;
3383 int loc_FogPlaneViewDist;
3384 int loc_FogRangeRecip;
3387 int loc_LightPosition;
3388 int loc_OffsetMapping_Scale;
3390 int loc_ReflectColor;
3391 int loc_ReflectFactor;
3392 int loc_ReflectOffset;
3393 int loc_RefractColor;
3395 int loc_ScreenCenterRefractReflect;
3396 int loc_ScreenScaleRefractReflect;
3397 int loc_ScreenToDepth;
3398 int loc_ShadowMap_Parameters;
3399 int loc_ShadowMap_TextureScale;
3400 int loc_SpecularPower;
3405 int loc_ViewTintColor;
3406 int loc_ViewToLight;
3407 int loc_ModelToLight;
3409 int loc_BackgroundTexMatrix;
3410 int loc_ModelViewProjectionMatrix;
3411 int loc_ModelViewMatrix;
3412 int loc_PixelToScreenTexCoord;
3413 int loc_ModelToReflectCube;
3414 int loc_ShadowMapMatrix;
3416 r_glsl_permutation_t;
3418 #define SHADERPERMUTATION_HASHSIZE 256
3420 /// information about each possible shader permutation
3421 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3422 /// currently selected permutation
3423 r_glsl_permutation_t *r_glsl_permutation;
3424 /// storage for permutations linked in the hash table
3425 memexpandablearray_t r_glsl_permutationarray;
3427 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3429 //unsigned int hashdepth = 0;
3430 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3431 r_glsl_permutation_t *p;
3432 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3434 if (p->mode == mode && p->permutation == permutation)
3436 //if (hashdepth > 10)
3437 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3442 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3444 p->permutation = permutation;
3445 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3446 r_glsl_permutationhash[mode][hashindex] = p;
3447 //if (hashdepth > 10)
3448 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3452 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3455 if (!filename || !filename[0])
3457 if (!strcmp(filename, "glsl/default.glsl"))
3459 if (!glslshaderstring)
3461 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3462 if (glslshaderstring)
3463 Con_DPrintf("Loading shaders from file %s...\n", filename);
3465 glslshaderstring = (char *)builtinshaderstring;
3467 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3468 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3469 return shaderstring;
3471 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3474 if (printfromdisknotice)
3475 Con_DPrintf("from disk %s... ", filename);
3476 return shaderstring;
3478 return shaderstring;
3481 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3484 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3485 int vertstrings_count = 0;
3486 int geomstrings_count = 0;
3487 int fragstrings_count = 0;
3488 char *vertexstring, *geometrystring, *fragmentstring;
3489 const char *vertstrings_list[32+3];
3490 const char *geomstrings_list[32+3];
3491 const char *fragstrings_list[32+3];
3492 char permutationname[256];
3499 permutationname[0] = 0;
3500 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3501 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3502 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3504 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3506 // the first pretext is which type of shader to compile as
3507 // (later these will all be bound together as a program object)
3508 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3509 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3510 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3512 // the second pretext is the mode (for example a light source)
3513 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3514 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3515 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3516 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3518 // now add all the permutation pretexts
3519 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3521 if (permutation & (1<<i))
3523 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3524 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3525 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3526 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3530 // keep line numbers correct
3531 vertstrings_list[vertstrings_count++] = "\n";
3532 geomstrings_list[geomstrings_count++] = "\n";
3533 fragstrings_list[fragstrings_count++] = "\n";
3537 // now append the shader text itself
3538 vertstrings_list[vertstrings_count++] = vertexstring;
3539 geomstrings_list[geomstrings_count++] = geometrystring;
3540 fragstrings_list[fragstrings_count++] = fragmentstring;
3542 // if any sources were NULL, clear the respective list
3544 vertstrings_count = 0;
3545 if (!geometrystring)
3546 geomstrings_count = 0;
3547 if (!fragmentstring)
3548 fragstrings_count = 0;
3550 // compile the shader program
3551 if (vertstrings_count + geomstrings_count + fragstrings_count)
3552 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3556 qglUseProgramObjectARB(p->program);CHECKGLERROR
3557 // look up all the uniform variable names we care about, so we don't
3558 // have to look them up every time we set them
3560 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3561 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3562 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3563 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3564 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3565 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3566 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3567 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3568 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3569 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3570 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3571 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3572 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3573 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3574 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3575 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3576 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3577 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3578 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3579 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3580 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3581 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3582 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3583 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3584 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3585 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3586 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3587 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3588 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3589 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3590 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3591 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3592 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3593 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3594 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3595 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3596 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3597 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3598 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3599 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3600 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3601 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3602 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3603 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3604 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3605 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3606 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3607 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3608 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3609 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3610 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3611 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3612 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3613 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3614 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3615 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3616 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3617 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3618 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3619 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3620 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3621 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3622 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3623 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3624 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3625 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3626 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3627 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3628 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3629 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3630 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3631 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3632 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3633 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3634 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3635 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3636 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3637 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3638 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3639 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3640 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3641 // initialize the samplers to refer to the texture units we use
3642 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3643 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3644 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3645 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3646 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3647 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3648 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3649 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3650 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3651 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3652 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3653 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3654 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3655 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3656 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3657 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3658 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3659 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3660 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3661 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3662 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3663 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3664 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3665 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3666 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3667 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3668 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3669 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3670 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3671 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3673 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3676 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3680 Mem_Free(vertexstring);
3682 Mem_Free(geometrystring);
3684 Mem_Free(fragmentstring);
3687 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3689 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3690 if (r_glsl_permutation != perm)
3692 r_glsl_permutation = perm;
3693 if (!r_glsl_permutation->program)
3695 if (!r_glsl_permutation->compiled)
3696 R_GLSL_CompilePermutation(perm, mode, permutation);
3697 if (!r_glsl_permutation->program)
3699 // remove features until we find a valid permutation
3701 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3703 // reduce i more quickly whenever it would not remove any bits
3704 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3705 if (!(permutation & j))
3708 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709 if (!r_glsl_permutation->compiled)
3710 R_GLSL_CompilePermutation(perm, mode, permutation);
3711 if (r_glsl_permutation->program)
3714 if (i >= SHADERPERMUTATION_COUNT)
3716 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3717 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3718 qglUseProgramObjectARB(0);CHECKGLERROR
3719 return; // no bit left to clear, entire mode is broken
3724 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3726 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3727 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3728 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3732 #include <Cg/cgGL.h>
3733 struct r_cg_permutation_s;
3734 typedef struct r_cg_permutation_s
3736 /// hash lookup data
3737 struct r_cg_permutation_s *hashnext;
3739 unsigned int permutation;
3741 /// indicates if we have tried compiling this permutation already
3743 /// 0 if compilation failed
3746 /// locations of detected parameters in programs, or NULL if not found
3747 CGparameter vp_EyePosition;
3748 CGparameter vp_FogPlane;
3749 CGparameter vp_LightDir;
3750 CGparameter vp_LightPosition;
3751 CGparameter vp_ModelToLight;
3752 CGparameter vp_TexMatrix;
3753 CGparameter vp_BackgroundTexMatrix;
3754 CGparameter vp_ModelViewProjectionMatrix;
3755 CGparameter vp_ModelViewMatrix;
3756 CGparameter vp_ShadowMapMatrix;
3758 CGparameter fp_Texture_First;
3759 CGparameter fp_Texture_Second;
3760 CGparameter fp_Texture_GammaRamps;
3761 CGparameter fp_Texture_Normal;
3762 CGparameter fp_Texture_Color;
3763 CGparameter fp_Texture_Gloss;
3764 CGparameter fp_Texture_Glow;
3765 CGparameter fp_Texture_SecondaryNormal;
3766 CGparameter fp_Texture_SecondaryColor;
3767 CGparameter fp_Texture_SecondaryGloss;
3768 CGparameter fp_Texture_SecondaryGlow;
3769 CGparameter fp_Texture_Pants;
3770 CGparameter fp_Texture_Shirt;
3771 CGparameter fp_Texture_FogMask;
3772 CGparameter fp_Texture_Lightmap;
3773 CGparameter fp_Texture_Deluxemap;
3774 CGparameter fp_Texture_Attenuation;
3775 CGparameter fp_Texture_Cube;
3776 CGparameter fp_Texture_Refraction;
3777 CGparameter fp_Texture_Reflection;
3778 CGparameter fp_Texture_ShadowMapRect;
3779 CGparameter fp_Texture_ShadowMapCube;
3780 CGparameter fp_Texture_ShadowMap2D;
3781 CGparameter fp_Texture_CubeProjection;
3782 CGparameter fp_Texture_ScreenDepth;
3783 CGparameter fp_Texture_ScreenNormalMap;
3784 CGparameter fp_Texture_ScreenDiffuse;
3785 CGparameter fp_Texture_ScreenSpecular;
3786 CGparameter fp_Texture_ReflectMask;
3787 CGparameter fp_Texture_ReflectCube;
3788 CGparameter fp_Alpha;
3789 CGparameter fp_BloomBlur_Parameters;
3790 CGparameter fp_ClientTime;
3791 CGparameter fp_Color_Ambient;
3792 CGparameter fp_Color_Diffuse;
3793 CGparameter fp_Color_Specular;
3794 CGparameter fp_Color_Glow;
3795 CGparameter fp_Color_Pants;
3796 CGparameter fp_Color_Shirt;
3797 CGparameter fp_DeferredColor_Ambient;
3798 CGparameter fp_DeferredColor_Diffuse;
3799 CGparameter fp_DeferredColor_Specular;
3800 CGparameter fp_DeferredMod_Diffuse;
3801 CGparameter fp_DeferredMod_Specular;
3802 CGparameter fp_DistortScaleRefractReflect;
3803 CGparameter fp_EyePosition;
3804 CGparameter fp_FogColor;
3805 CGparameter fp_FogHeightFade;
3806 CGparameter fp_FogPlane;
3807 CGparameter fp_FogPlaneViewDist;
3808 CGparameter fp_FogRangeRecip;
3809 CGparameter fp_LightColor;
3810 CGparameter fp_LightDir;
3811 CGparameter fp_LightPosition;
3812 CGparameter fp_OffsetMapping_Scale;
3813 CGparameter fp_PixelSize;
3814 CGparameter fp_ReflectColor;
3815 CGparameter fp_ReflectFactor;
3816 CGparameter fp_ReflectOffset;
3817 CGparameter fp_RefractColor;
3818 CGparameter fp_Saturation;
3819 CGparameter fp_ScreenCenterRefractReflect;
3820 CGparameter fp_ScreenScaleRefractReflect;
3821 CGparameter fp_ScreenToDepth;
3822 CGparameter fp_ShadowMap_Parameters;
3823 CGparameter fp_ShadowMap_TextureScale;
3824 CGparameter fp_SpecularPower;
3825 CGparameter fp_UserVec1;
3826 CGparameter fp_UserVec2;
3827 CGparameter fp_UserVec3;
3828 CGparameter fp_UserVec4;
3829 CGparameter fp_ViewTintColor;
3830 CGparameter fp_ViewToLight;
3831 CGparameter fp_PixelToScreenTexCoord;
3832 CGparameter fp_ModelToReflectCube;
3836 /// information about each possible shader permutation
3837 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3838 /// currently selected permutation
3839 r_cg_permutation_t *r_cg_permutation;
3840 /// storage for permutations linked in the hash table
3841 memexpandablearray_t r_cg_permutationarray;
3843 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3845 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3847 //unsigned int hashdepth = 0;
3848 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3849 r_cg_permutation_t *p;
3850 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3852 if (p->mode == mode && p->permutation == permutation)
3854 //if (hashdepth > 10)
3855 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3860 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3862 p->permutation = permutation;
3863 p->hashnext = r_cg_permutationhash[mode][hashindex];
3864 r_cg_permutationhash[mode][hashindex] = p;
3865 //if (hashdepth > 10)
3866 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3870 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3873 if (!filename || !filename[0])
3875 if (!strcmp(filename, "cg/default.cg"))
3877 if (!cgshaderstring)
3879 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3881 Con_DPrintf("Loading shaders from file %s...\n", filename);
3883 cgshaderstring = (char *)builtincgshaderstring;
3885 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3886 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3887 return shaderstring;
3889 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3892 if (printfromdisknotice)
3893 Con_DPrintf("from disk %s... ", filename);
3894 return shaderstring;
3896 return shaderstring;
3899 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3901 // TODO: load or create .fp and .vp shader files
3904 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3907 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3908 int vertstrings_count = 0, vertstring_length = 0;
3909 int geomstrings_count = 0, geomstring_length = 0;
3910 int fragstrings_count = 0, fragstring_length = 0;
3912 char *vertexstring, *geometrystring, *fragmentstring;
3913 char *vertstring, *geomstring, *fragstring;
3914 const char *vertstrings_list[32+3];
3915 const char *geomstrings_list[32+3];
3916 const char *fragstrings_list[32+3];
3917 char permutationname[256];
3918 char cachename[256];
3919 CGprofile vertexProfile;
3920 CGprofile fragmentProfile;
3928 permutationname[0] = 0;
3930 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3931 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3932 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3934 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3935 strlcat(cachename, "cg/", sizeof(cachename));
3937 // the first pretext is which type of shader to compile as
3938 // (later these will all be bound together as a program object)
3939 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3940 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3941 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3943 // the second pretext is the mode (for example a light source)
3944 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3945 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3946 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3947 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3948 strlcat(cachename, modeinfo->name, sizeof(cachename));
3950 // now add all the permutation pretexts
3951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3953 if (permutation & (1<<i))
3955 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3956 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3957 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3958 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3959 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3963 // keep line numbers correct
3964 vertstrings_list[vertstrings_count++] = "\n";
3965 geomstrings_list[geomstrings_count++] = "\n";
3966 fragstrings_list[fragstrings_count++] = "\n";
3970 // replace spaces in the cachename with _ characters
3971 for (i = 0;cachename[i];i++)
3972 if (cachename[i] == ' ')
3975 // now append the shader text itself
3976 vertstrings_list[vertstrings_count++] = vertexstring;
3977 geomstrings_list[geomstrings_count++] = geometrystring;
3978 fragstrings_list[fragstrings_count++] = fragmentstring;
3980 // if any sources were NULL, clear the respective list
3982 vertstrings_count = 0;
3983 if (!geometrystring)
3984 geomstrings_count = 0;
3985 if (!fragmentstring)
3986 fragstrings_count = 0;
3988 vertstring_length = 0;
3989 for (i = 0;i < vertstrings_count;i++)
3990 vertstring_length += strlen(vertstrings_list[i]);
3991 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3992 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3993 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3995 geomstring_length = 0;
3996 for (i = 0;i < geomstrings_count;i++)
3997 geomstring_length += strlen(geomstrings_list[i]);
3998 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3999 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4000 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4002 fragstring_length = 0;
4003 for (i = 0;i < fragstrings_count;i++)
4004 fragstring_length += strlen(fragstrings_list[i]);
4005 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4006 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4007 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4011 //vertexProfile = CG_PROFILE_ARBVP1;
4012 //fragmentProfile = CG_PROFILE_ARBFP1;
4013 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4014 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4015 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4016 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4017 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4020 // try to load the cached shader, or generate one
4021 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4023 // if caching failed, do a dynamic compile for now
4025 if (vertstring[0] && !p->vprogram)
4026 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4028 if (fragstring[0] && !p->fprogram)
4029 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4032 // look up all the uniform variable names we care about, so we don't
4033 // have to look them up every time we set them
4037 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4038 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4039 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4040 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4041 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4042 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4043 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4044 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4045 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4046 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4047 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4048 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4054 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4055 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4056 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4057 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4058 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4059 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4060 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4061 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4062 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4063 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4064 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4065 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4066 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4067 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4068 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4069 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4070 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4071 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4072 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4073 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4074 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4075 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4076 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4077 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4078 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4079 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4080 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4081 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4082 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4083 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4084 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4085 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4086 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4087 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4088 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4089 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4090 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4091 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4092 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4093 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4094 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4095 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4096 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4097 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4098 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4099 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4100 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4101 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4102 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4103 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4104 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4105 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4106 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4107 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4108 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4109 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4110 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4111 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4112 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4113 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4114 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4115 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4116 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4117 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4118 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4119 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4120 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4121 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4122 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4123 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4124 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4125 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4126 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4127 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4128 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4129 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4130 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4134 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4135 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4137 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4141 Mem_Free(vertstring);
4143 Mem_Free(geomstring);
4145 Mem_Free(fragstring);
4147 Mem_Free(vertexstring);
4149 Mem_Free(geometrystring);
4151 Mem_Free(fragmentstring);
4154 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4156 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4159 if (r_cg_permutation != perm)
4161 r_cg_permutation = perm;
4162 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4164 if (!r_cg_permutation->compiled)
4165 R_CG_CompilePermutation(perm, mode, permutation);
4166 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4168 // remove features until we find a valid permutation
4170 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4172 // reduce i more quickly whenever it would not remove any bits
4173 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4174 if (!(permutation & j))
4177 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4178 if (!r_cg_permutation->compiled)
4179 R_CG_CompilePermutation(perm, mode, permutation);
4180 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4183 if (i >= SHADERPERMUTATION_COUNT)
4185 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4186 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4187 return; // no bit left to clear, entire mode is broken
4193 if (r_cg_permutation->vprogram)
4195 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4196 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4197 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4201 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4202 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4204 if (r_cg_permutation->fprogram)
4206 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4207 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4208 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4212 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4213 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4217 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4218 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4219 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4222 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4224 cgGLSetTextureParameter(param, R_GetTexture(tex));
4225 cgGLEnableTextureParameter(param);
4229 void R_GLSL_Restart_f(void)
4231 unsigned int i, limit;
4232 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4233 Mem_Free(glslshaderstring);
4234 glslshaderstring = NULL;
4235 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4236 Mem_Free(cgshaderstring);
4237 cgshaderstring = NULL;
4238 switch(vid.renderpath)
4240 case RENDERPATH_GL20:
4242 r_glsl_permutation_t *p;
4243 r_glsl_permutation = NULL;
4244 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4245 for (i = 0;i < limit;i++)
4247 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4249 GL_Backend_FreeProgram(p->program);
4250 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4253 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4256 case RENDERPATH_CGGL:
4259 r_cg_permutation_t *p;
4260 r_cg_permutation = NULL;
4261 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4262 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4263 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4264 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4265 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4266 for (i = 0;i < limit;i++)
4268 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4271 cgDestroyProgram(p->vprogram);
4273 cgDestroyProgram(p->fprogram);
4274 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4277 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4281 case RENDERPATH_GL13:
4282 case RENDERPATH_GL11:
4287 void R_GLSL_DumpShader_f(void)
4292 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4295 FS_Print(file, "/* The engine may define the following macros:\n");
4296 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4297 for (i = 0;i < SHADERMODE_COUNT;i++)
4298 FS_Print(file, glslshadermodeinfo[i].pretext);
4299 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4300 FS_Print(file, shaderpermutationinfo[i].pretext);
4301 FS_Print(file, "*/\n");
4302 FS_Print(file, builtinshaderstring);
4304 Con_Printf("glsl/default.glsl written\n");
4307 Con_Printf("failed to write to glsl/default.glsl\n");
4310 file = FS_OpenRealFile("cg/default.cg", "w", false);
4313 FS_Print(file, "/* The engine may define the following macros:\n");
4314 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4315 for (i = 0;i < SHADERMODE_COUNT;i++)
4316 FS_Print(file, cgshadermodeinfo[i].pretext);
4317 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4318 FS_Print(file, shaderpermutationinfo[i].pretext);
4319 FS_Print(file, "*/\n");
4320 FS_Print(file, builtincgshaderstring);
4322 Con_Printf("cg/default.cg written\n");
4325 Con_Printf("failed to write to cg/default.cg\n");
4329 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4332 texturemode = GL_MODULATE;
4333 switch (vid.renderpath)
4335 case RENDERPATH_GL20:
4336 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4337 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4338 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4340 case RENDERPATH_CGGL:
4343 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4344 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4345 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4348 case RENDERPATH_GL13:
4349 R_Mesh_TexBind(0, first );
4350 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4351 R_Mesh_TexBind(1, second);
4353 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4355 case RENDERPATH_GL11:
4356 R_Mesh_TexBind(0, first );
4361 void R_SetupShader_DepthOrShadow(void)
4363 switch (vid.renderpath)
4365 case RENDERPATH_GL20:
4366 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4368 case RENDERPATH_CGGL:
4370 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4373 case RENDERPATH_GL13:
4374 R_Mesh_TexBind(0, 0);
4375 R_Mesh_TexBind(1, 0);
4377 case RENDERPATH_GL11:
4378 R_Mesh_TexBind(0, 0);
4383 void R_SetupShader_ShowDepth(void)
4385 switch (vid.renderpath)
4387 case RENDERPATH_GL20:
4388 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4390 case RENDERPATH_CGGL:
4392 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4395 case RENDERPATH_GL13:
4397 case RENDERPATH_GL11:
4402 extern qboolean r_shadow_usingdeferredprepass;
4403 extern cvar_t r_shadow_deferred_8bitrange;
4404 extern rtexture_t *r_shadow_attenuationgradienttexture;
4405 extern rtexture_t *r_shadow_attenuation2dtexture;
4406 extern rtexture_t *r_shadow_attenuation3dtexture;
4407 extern qboolean r_shadow_usingshadowmaprect;
4408 extern qboolean r_shadow_usingshadowmapcube;
4409 extern qboolean r_shadow_usingshadowmap2d;
4410 extern qboolean r_shadow_usingshadowmaportho;
4411 extern float r_shadow_shadowmap_texturescale[2];
4412 extern float r_shadow_shadowmap_parameters[4];
4413 extern qboolean r_shadow_shadowmapvsdct;
4414 extern qboolean r_shadow_shadowmapsampler;
4415 extern int r_shadow_shadowmappcf;
4416 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4417 extern rtexture_t *r_shadow_shadowmap2dtexture;
4418 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4419 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4420 extern matrix4x4_t r_shadow_shadowmapmatrix;
4421 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4422 extern int r_shadow_prepass_width;
4423 extern int r_shadow_prepass_height;
4424 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4425 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4426 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4427 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4428 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4430 // select a permutation of the lighting shader appropriate to this
4431 // combination of texture, entity, light source, and fogging, only use the
4432 // minimum features necessary to avoid wasting rendering time in the
4433 // fragment shader on features that are not being used
4434 unsigned int permutation = 0;
4435 unsigned int mode = 0;
4437 if (rsurfacepass == RSURFPASS_BACKGROUND)
4439 // distorted background
4440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4441 mode = SHADERMODE_WATER;
4443 mode = SHADERMODE_REFRACTION;
4444 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4445 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4446 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4447 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4448 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4449 R_Mesh_ColorPointer(NULL, 0, 0);
4450 GL_AlphaTest(false);
4451 GL_BlendFunc(GL_ONE, GL_ZERO);
4453 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4455 if (r_glsl_offsetmapping.integer)
4457 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4458 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4459 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4460 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4461 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4463 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4464 if (r_glsl_offsetmapping_reliefmapping.integer)
4465 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4468 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4469 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4470 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4471 permutation |= SHADERPERMUTATION_ALPHAKILL;
4472 // normalmap (deferred prepass), may use alpha test on diffuse
4473 mode = SHADERMODE_DEFERREDGEOMETRY;
4474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4476 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4477 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4478 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4479 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4480 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4481 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4482 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4484 R_Mesh_ColorPointer(NULL, 0, 0);
4485 GL_AlphaTest(false);
4486 GL_BlendFunc(GL_ONE, GL_ZERO);
4488 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4490 if (r_glsl_offsetmapping.integer)
4492 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4493 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4494 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4495 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4496 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4498 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4499 if (r_glsl_offsetmapping_reliefmapping.integer)
4500 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4503 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4504 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4506 mode = SHADERMODE_LIGHTSOURCE;
4507 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4508 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4509 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4510 permutation |= SHADERPERMUTATION_CUBEFILTER;
4511 if (diffusescale > 0)
4512 permutation |= SHADERPERMUTATION_DIFFUSE;
4513 if (specularscale > 0)
4515 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4516 if (r_shadow_glossexact.integer)
4517 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4519 if (r_refdef.fogenabled)
4520 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4521 if (rsurface.texture->colormapping)
4522 permutation |= SHADERPERMUTATION_COLORMAPPING;
4523 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4525 if (r_shadow_usingshadowmaprect)
4526 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4527 if (r_shadow_usingshadowmap2d)
4528 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4529 if (r_shadow_usingshadowmapcube)
4530 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4531 else if(r_shadow_shadowmapvsdct)
4532 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4534 if (r_shadow_shadowmapsampler)
4535 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4536 if (r_shadow_shadowmappcf > 1)
4537 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4538 else if (r_shadow_shadowmappcf)
4539 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4541 if (rsurface.texture->reflectmasktexture)
4542 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4543 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4544 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4546 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4547 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4548 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4552 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4553 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4554 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4556 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4557 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4558 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4560 R_Mesh_ColorPointer(NULL, 0, 0);
4561 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4562 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4564 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4566 if (r_glsl_offsetmapping.integer)
4568 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4569 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4570 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4571 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4572 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4574 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4575 if (r_glsl_offsetmapping_reliefmapping.integer)
4576 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4579 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4580 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4581 // unshaded geometry (fullbright or ambient model lighting)
4582 mode = SHADERMODE_FLATCOLOR;
4583 ambientscale = diffusescale = specularscale = 0;
4584 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4585 permutation |= SHADERPERMUTATION_GLOW;
4586 if (r_refdef.fogenabled)
4587 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4588 if (rsurface.texture->colormapping)
4589 permutation |= SHADERPERMUTATION_COLORMAPPING;
4590 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4592 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4593 if (r_shadow_usingshadowmaprect)
4594 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4595 if (r_shadow_usingshadowmap2d)
4596 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4598 if (r_shadow_shadowmapsampler)
4599 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4600 if (r_shadow_shadowmappcf > 1)
4601 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4602 else if (r_shadow_shadowmappcf)
4603 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4606 permutation |= SHADERPERMUTATION_REFLECTION;
4607 if (rsurface.texture->reflectmasktexture)
4608 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4609 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4610 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4612 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4613 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4614 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4618 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4619 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4620 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4622 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4623 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4624 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4626 R_Mesh_ColorPointer(NULL, 0, 0);
4627 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4628 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4630 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4632 if (r_glsl_offsetmapping.integer)
4634 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4635 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4636 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4637 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4638 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4640 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4641 if (r_glsl_offsetmapping_reliefmapping.integer)
4642 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4645 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4646 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4647 // directional model lighting
4648 mode = SHADERMODE_LIGHTDIRECTION;
4649 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4650 permutation |= SHADERPERMUTATION_GLOW;
4651 permutation |= SHADERPERMUTATION_DIFFUSE;
4652 if (specularscale > 0)
4654 permutation |= SHADERPERMUTATION_SPECULAR;
4655 if (r_shadow_glossexact.integer)
4656 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4658 if (r_refdef.fogenabled)
4659 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4660 if (rsurface.texture->colormapping)
4661 permutation |= SHADERPERMUTATION_COLORMAPPING;
4662 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4664 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4665 if (r_shadow_usingshadowmaprect)
4666 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4667 if (r_shadow_usingshadowmap2d)
4668 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4670 if (r_shadow_shadowmapsampler)
4671 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4672 if (r_shadow_shadowmappcf > 1)
4673 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4674 else if (r_shadow_shadowmappcf)
4675 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4677 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4678 permutation |= SHADERPERMUTATION_REFLECTION;
4679 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4680 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4681 if (rsurface.texture->reflectmasktexture)
4682 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4683 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4684 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4686 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4687 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4688 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4692 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4693 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4694 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4696 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4697 R_Mesh_ColorPointer(NULL, 0, 0);
4698 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4699 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4701 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4703 if (r_glsl_offsetmapping.integer)
4705 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4706 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4707 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4708 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4709 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4711 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4712 if (r_glsl_offsetmapping_reliefmapping.integer)
4713 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4716 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4717 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4718 // ambient model lighting
4719 mode = SHADERMODE_LIGHTDIRECTION;
4720 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4721 permutation |= SHADERPERMUTATION_GLOW;
4722 if (r_refdef.fogenabled)
4723 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4724 if (rsurface.texture->colormapping)
4725 permutation |= SHADERPERMUTATION_COLORMAPPING;
4726 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4728 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4729 if (r_shadow_usingshadowmaprect)
4730 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4731 if (r_shadow_usingshadowmap2d)
4732 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4734 if (r_shadow_shadowmapsampler)
4735 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4736 if (r_shadow_shadowmappcf > 1)
4737 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4738 else if (r_shadow_shadowmappcf)
4739 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4741 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4742 permutation |= SHADERPERMUTATION_REFLECTION;
4743 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4744 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4745 if (rsurface.texture->reflectmasktexture)
4746 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4747 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4750 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4756 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4760 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4761 R_Mesh_ColorPointer(NULL, 0, 0);
4762 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4763 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4767 if (r_glsl_offsetmapping.integer)
4769 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4770 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4771 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4772 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4773 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4775 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4776 if (r_glsl_offsetmapping_reliefmapping.integer)
4777 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4780 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4781 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4783 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4784 permutation |= SHADERPERMUTATION_GLOW;
4785 if (r_refdef.fogenabled)
4786 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4787 if (rsurface.texture->colormapping)
4788 permutation |= SHADERPERMUTATION_COLORMAPPING;
4789 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4791 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4792 if (r_shadow_usingshadowmaprect)
4793 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4794 if (r_shadow_usingshadowmap2d)
4795 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4797 if (r_shadow_shadowmapsampler)
4798 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4799 if (r_shadow_shadowmappcf > 1)
4800 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4801 else if (r_shadow_shadowmappcf)
4802 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4804 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4805 permutation |= SHADERPERMUTATION_REFLECTION;
4806 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4807 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4808 if (rsurface.texture->reflectmasktexture)
4809 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4810 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4812 // deluxemapping (light direction texture)
4813 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4814 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4816 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4817 permutation |= SHADERPERMUTATION_DIFFUSE;
4818 if (specularscale > 0)
4820 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4821 if (r_shadow_glossexact.integer)
4822 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4824 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4825 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4826 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4828 R_Mesh_ColorPointer(NULL, 0, 0);
4830 else if (r_glsl_deluxemapping.integer >= 2)
4832 // fake deluxemapping (uniform light direction in tangentspace)
4833 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4834 permutation |= SHADERPERMUTATION_DIFFUSE;
4835 if (specularscale > 0)
4837 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4838 if (r_shadow_glossexact.integer)
4839 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4841 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4842 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4843 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4845 R_Mesh_ColorPointer(NULL, 0, 0);
4847 else if (rsurface.uselightmaptexture)
4849 // ordinary lightmapping (q1bsp, q3bsp)
4850 mode = SHADERMODE_LIGHTMAP;
4851 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4852 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4853 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4855 R_Mesh_ColorPointer(NULL, 0, 0);
4859 // ordinary vertex coloring (q3bsp)
4860 mode = SHADERMODE_VERTEXCOLOR;
4861 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4862 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4864 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4865 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4867 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4868 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4869 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4873 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4874 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4875 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4877 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4878 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4880 switch(vid.renderpath)
4882 case RENDERPATH_GL20:
4883 R_SetupShader_SetPermutationGLSL(mode, permutation);
4884 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4885 if (mode == SHADERMODE_LIGHTSOURCE)
4887 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4888 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4889 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4890 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4891 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4892 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);
4894 // additive passes are only darkened by fog, not tinted
4895 if (r_glsl_permutation->loc_FogColor >= 0)
4896 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4897 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4901 if (mode == SHADERMODE_FLATCOLOR)
4903 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4905 else if (mode == SHADERMODE_LIGHTDIRECTION)
4907 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4908 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4909 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);
4910 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4911 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);
4912 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]);
4913 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]);
4917 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4918 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]);
4919 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);
4920 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4921 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);
4923 // additive passes are only darkened by fog, not tinted
4924 if (r_glsl_permutation->loc_FogColor >= 0)
4926 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4927 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4929 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4931 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);
4932 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]);
4933 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]);
4934 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4935 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4936 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4937 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4938 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4940 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4941 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4942 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4943 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]);
4944 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]);
4946 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4947 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4948 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4949 if (r_glsl_permutation->loc_Color_Pants >= 0)
4951 if (rsurface.texture->pantstexture)
4952 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4954 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4956 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4958 if (rsurface.texture->shirttexture)
4959 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4961 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4963 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]);
4964 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4965 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4966 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4967 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
4968 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]);
4969 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4971 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4972 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4973 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4974 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4975 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4976 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4977 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4978 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4979 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4980 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4981 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4982 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4983 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4984 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4985 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4986 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4987 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4988 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4989 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4990 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4991 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4992 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4993 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4994 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4995 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4996 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
4998 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
4999 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5000 if (rsurface.rtlight)
5002 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5003 if (r_shadow_usingshadowmapcube)
5004 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5005 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5010 case RENDERPATH_CGGL:
5012 R_SetupShader_SetPermutationCG(mode, permutation);
5013 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5014 if (mode == SHADERMODE_LIGHTSOURCE)
5016 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5017 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5021 if (mode == SHADERMODE_LIGHTDIRECTION)
5023 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
5026 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5027 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5028 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5029 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5030 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
5033 if (mode == SHADERMODE_LIGHTSOURCE)
5035 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5036 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5037 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5038 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5039 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
5041 // additive passes are only darkened by fog, not tinted
5042 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5043 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5047 if (mode == SHADERMODE_FLATCOLOR)
5049 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5051 else if (mode == SHADERMODE_LIGHTDIRECTION)
5053 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5054 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5055 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
5056 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5057 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
5058 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
5059 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
5063 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5064 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
5065 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
5066 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5067 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
5069 // additive passes are only darkened by fog, not tinted
5070 if (r_cg_permutation->fp_FogColor)
5072 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5073 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5075 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5078 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
5079 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
5080 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
5081 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5082 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5083 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5084 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5085 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5087 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
5088 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
5089 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5090 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5091 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5092 if (r_cg_permutation->fp_Color_Pants)
5094 if (rsurface.texture->pantstexture)
5095 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5097 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5100 if (r_cg_permutation->fp_Color_Shirt)
5102 if (rsurface.texture->shirttexture)
5103 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5105 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5108 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
5109 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5110 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5111 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5112 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5113 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
5114 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5116 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5117 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5118 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5119 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5120 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5121 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5122 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5123 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5124 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5125 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5126 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5127 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5128 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5129 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5130 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
5131 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5132 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5133 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5134 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5135 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5136 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5137 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5138 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5139 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5140 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5141 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5143 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5144 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5145 if (rsurface.rtlight)
5147 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5148 if (r_shadow_usingshadowmapcube)
5149 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5150 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5157 case RENDERPATH_GL13:
5158 case RENDERPATH_GL11:
5163 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5165 // select a permutation of the lighting shader appropriate to this
5166 // combination of texture, entity, light source, and fogging, only use the
5167 // minimum features necessary to avoid wasting rendering time in the
5168 // fragment shader on features that are not being used
5169 unsigned int permutation = 0;
5170 unsigned int mode = 0;
5171 const float *lightcolorbase = rtlight->currentcolor;
5172 float ambientscale = rtlight->ambientscale;
5173 float diffusescale = rtlight->diffusescale;
5174 float specularscale = rtlight->specularscale;
5175 // this is the location of the light in view space
5176 vec3_t viewlightorigin;
5177 // this transforms from view space (camera) to light space (cubemap)
5178 matrix4x4_t viewtolight;
5179 matrix4x4_t lighttoview;
5180 float viewtolight16f[16];
5181 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5183 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5184 if (rtlight->currentcubemap != r_texture_whitecube)
5185 permutation |= SHADERPERMUTATION_CUBEFILTER;
5186 if (diffusescale > 0)
5187 permutation |= SHADERPERMUTATION_DIFFUSE;
5188 if (specularscale > 0)
5190 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5191 if (r_shadow_glossexact.integer)
5192 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5194 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5196 if (r_shadow_usingshadowmaprect)
5197 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5198 if (r_shadow_usingshadowmap2d)
5199 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5200 if (r_shadow_usingshadowmapcube)
5201 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5202 else if(r_shadow_shadowmapvsdct)
5203 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5205 if (r_shadow_shadowmapsampler)
5206 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5207 if (r_shadow_shadowmappcf > 1)
5208 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5209 else if (r_shadow_shadowmappcf)
5210 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5212 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5213 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5214 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5215 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5216 switch(vid.renderpath)
5218 case RENDERPATH_GL20:
5219 R_SetupShader_SetPermutationGLSL(mode, permutation);
5220 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5221 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5222 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);
5223 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);
5224 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);
5225 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]);
5226 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]);
5227 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5228 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]);
5229 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5231 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5232 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5233 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5234 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5235 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5236 if (r_shadow_usingshadowmapcube)
5237 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5238 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5239 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5241 case RENDERPATH_CGGL:
5243 R_SetupShader_SetPermutationCG(mode, permutation);
5244 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5245 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5246 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
5247 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
5248 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
5249 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
5250 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
5251 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5252 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
5253 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5255 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5256 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5257 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5258 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5259 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5260 if (r_shadow_usingshadowmapcube)
5261 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5262 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5263 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5266 case RENDERPATH_GL13:
5267 case RENDERPATH_GL11:
5272 #define SKINFRAME_HASH 1024
5276 int loadsequence; // incremented each level change
5277 memexpandablearray_t array;
5278 skinframe_t *hash[SKINFRAME_HASH];
5281 r_skinframe_t r_skinframe;
5283 void R_SkinFrame_PrepareForPurge(void)
5285 r_skinframe.loadsequence++;
5286 // wrap it without hitting zero
5287 if (r_skinframe.loadsequence >= 200)
5288 r_skinframe.loadsequence = 1;
5291 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5295 // mark the skinframe as used for the purging code
5296 skinframe->loadsequence = r_skinframe.loadsequence;
5299 void R_SkinFrame_Purge(void)
5303 for (i = 0;i < SKINFRAME_HASH;i++)
5305 for (s = r_skinframe.hash[i];s;s = s->next)
5307 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5309 if (s->merged == s->base)
5311 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5312 R_PurgeTexture(s->stain );s->stain = NULL;
5313 R_PurgeTexture(s->merged);s->merged = NULL;
5314 R_PurgeTexture(s->base );s->base = NULL;
5315 R_PurgeTexture(s->pants );s->pants = NULL;
5316 R_PurgeTexture(s->shirt );s->shirt = NULL;
5317 R_PurgeTexture(s->nmap );s->nmap = NULL;
5318 R_PurgeTexture(s->gloss );s->gloss = NULL;
5319 R_PurgeTexture(s->glow );s->glow = NULL;
5320 R_PurgeTexture(s->fog );s->fog = NULL;
5321 R_PurgeTexture(s->reflect);s->reflect = NULL;
5322 s->loadsequence = 0;
5328 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5330 char basename[MAX_QPATH];
5332 Image_StripImageExtension(name, basename, sizeof(basename));
5334 if( last == NULL ) {
5336 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5337 item = r_skinframe.hash[hashindex];
5342 // linearly search through the hash bucket
5343 for( ; item ; item = item->next ) {
5344 if( !strcmp( item->basename, basename ) ) {
5351 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5355 char basename[MAX_QPATH];
5357 Image_StripImageExtension(name, basename, sizeof(basename));
5359 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5360 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5361 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5365 rtexture_t *dyntexture;
5366 // check whether its a dynamic texture
5367 dyntexture = CL_GetDynTexture( basename );
5368 if (!add && !dyntexture)
5370 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5371 memset(item, 0, sizeof(*item));
5372 strlcpy(item->basename, basename, sizeof(item->basename));
5373 item->base = dyntexture; // either NULL or dyntexture handle
5374 item->textureflags = textureflags;
5375 item->comparewidth = comparewidth;
5376 item->compareheight = compareheight;
5377 item->comparecrc = comparecrc;
5378 item->next = r_skinframe.hash[hashindex];
5379 r_skinframe.hash[hashindex] = item;
5381 else if( item->base == NULL )
5383 rtexture_t *dyntexture;
5384 // check whether its a dynamic texture
5385 // 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]
5386 dyntexture = CL_GetDynTexture( basename );
5387 item->base = dyntexture; // either NULL or dyntexture handle
5390 R_SkinFrame_MarkUsed(item);
5394 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5396 unsigned long long avgcolor[5], wsum; \
5404 for(pix = 0; pix < cnt; ++pix) \
5407 for(comp = 0; comp < 3; ++comp) \
5409 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5412 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5414 for(comp = 0; comp < 3; ++comp) \
5415 avgcolor[comp] += getpixel * w; \
5418 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5419 avgcolor[4] += getpixel; \
5421 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5423 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5424 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5425 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5426 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5429 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5432 unsigned char *pixels;
5433 unsigned char *bumppixels;
5434 unsigned char *basepixels = NULL;
5435 int basepixels_width = 0;
5436 int basepixels_height = 0;
5437 skinframe_t *skinframe;
5438 rtexture_t *ddsbase = NULL;
5439 qboolean ddshasalpha = false;
5440 float ddsavgcolor[4];
5441 char basename[MAX_QPATH];
5443 if (cls.state == ca_dedicated)
5446 // return an existing skinframe if already loaded
5447 // if loading of the first image fails, don't make a new skinframe as it
5448 // would cause all future lookups of this to be missing
5449 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5450 if (skinframe && skinframe->base)
5453 Image_StripImageExtension(name, basename, sizeof(basename));
5455 // check for DDS texture file first
5456 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5458 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5459 if (basepixels == NULL)
5463 if (developer_loading.integer)
5464 Con_Printf("loading skin \"%s\"\n", name);
5466 // we've got some pixels to store, so really allocate this new texture now
5468 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5469 skinframe->stain = NULL;
5470 skinframe->merged = NULL;
5471 skinframe->base = NULL;
5472 skinframe->pants = NULL;
5473 skinframe->shirt = NULL;
5474 skinframe->nmap = NULL;
5475 skinframe->gloss = NULL;
5476 skinframe->glow = NULL;
5477 skinframe->fog = NULL;
5478 skinframe->reflect = NULL;
5479 skinframe->hasalpha = false;
5483 skinframe->base = ddsbase;
5484 skinframe->hasalpha = ddshasalpha;
5485 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5486 if (r_loadfog && skinframe->hasalpha)
5487 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5488 //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]);
5492 basepixels_width = image_width;
5493 basepixels_height = image_height;
5494 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5495 if (textureflags & TEXF_ALPHA)
5497 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5499 if (basepixels[j] < 255)
5501 skinframe->hasalpha = true;
5505 if (r_loadfog && skinframe->hasalpha)
5507 // has transparent pixels
5508 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5509 for (j = 0;j < image_width * image_height * 4;j += 4)
5514 pixels[j+3] = basepixels[j+3];
5516 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5520 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5521 //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]);
5522 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5523 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5524 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5525 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5530 if (r_loadnormalmap)
5531 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5532 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5534 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5535 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5536 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5537 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5540 // _norm is the name used by tenebrae and has been adopted as standard
5541 if (r_loadnormalmap && skinframe->nmap == NULL)
5543 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5545 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5549 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5551 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5552 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5553 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5555 Mem_Free(bumppixels);
5557 else if (r_shadow_bumpscale_basetexture.value > 0)
5559 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5560 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5561 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5564 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5565 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5568 // _luma is supported only for tenebrae compatibility
5569 // _glow is the preferred name
5570 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5572 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5573 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5574 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5575 Mem_Free(pixels);pixels = NULL;
5578 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5580 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5581 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5582 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5587 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5589 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5590 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5591 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5596 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5598 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5599 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5600 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5605 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5607 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5608 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5609 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5615 Mem_Free(basepixels);
5620 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5621 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5624 unsigned char *temp1, *temp2;
5625 skinframe_t *skinframe;
5627 if (cls.state == ca_dedicated)
5630 // if already loaded just return it, otherwise make a new skinframe
5631 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5632 if (skinframe && skinframe->base)
5635 skinframe->stain = NULL;
5636 skinframe->merged = NULL;
5637 skinframe->base = NULL;
5638 skinframe->pants = NULL;
5639 skinframe->shirt = NULL;
5640 skinframe->nmap = NULL;
5641 skinframe->gloss = NULL;
5642 skinframe->glow = NULL;
5643 skinframe->fog = NULL;
5644 skinframe->reflect = NULL;
5645 skinframe->hasalpha = false;
5647 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5651 if (developer_loading.integer)
5652 Con_Printf("loading 32bit skin \"%s\"\n", name);
5654 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5656 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5657 temp2 = temp1 + width * height * 4;
5658 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5659 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5662 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5663 if (textureflags & TEXF_ALPHA)
5665 for (i = 3;i < width * height * 4;i += 4)
5667 if (skindata[i] < 255)
5669 skinframe->hasalpha = true;
5673 if (r_loadfog && skinframe->hasalpha)
5675 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5676 memcpy(fogpixels, skindata, width * height * 4);
5677 for (i = 0;i < width * height * 4;i += 4)
5678 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5679 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5680 Mem_Free(fogpixels);
5684 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5685 //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]);
5690 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5694 skinframe_t *skinframe;
5696 if (cls.state == ca_dedicated)
5699 // if already loaded just return it, otherwise make a new skinframe
5700 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5701 if (skinframe && skinframe->base)
5704 skinframe->stain = NULL;
5705 skinframe->merged = NULL;
5706 skinframe->base = NULL;
5707 skinframe->pants = NULL;
5708 skinframe->shirt = NULL;
5709 skinframe->nmap = NULL;
5710 skinframe->gloss = NULL;
5711 skinframe->glow = NULL;
5712 skinframe->fog = NULL;
5713 skinframe->reflect = NULL;
5714 skinframe->hasalpha = false;
5716 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5720 if (developer_loading.integer)
5721 Con_Printf("loading quake skin \"%s\"\n", name);
5723 // 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)
5724 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5725 memcpy(skinframe->qpixels, skindata, width*height);
5726 skinframe->qwidth = width;
5727 skinframe->qheight = height;
5730 for (i = 0;i < width * height;i++)
5731 featuresmask |= palette_featureflags[skindata[i]];
5733 skinframe->hasalpha = false;
5734 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5735 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5736 skinframe->qgeneratemerged = true;
5737 skinframe->qgeneratebase = skinframe->qhascolormapping;
5738 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5740 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5741 //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]);
5746 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5750 unsigned char *skindata;
5752 if (!skinframe->qpixels)
5755 if (!skinframe->qhascolormapping)
5756 colormapped = false;
5760 if (!skinframe->qgeneratebase)
5765 if (!skinframe->qgeneratemerged)
5769 width = skinframe->qwidth;
5770 height = skinframe->qheight;
5771 skindata = skinframe->qpixels;
5773 if (skinframe->qgeneratenmap)
5775 unsigned char *temp1, *temp2;
5776 skinframe->qgeneratenmap = false;
5777 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5778 temp2 = temp1 + width * height * 4;
5779 // use either a custom palette or the quake palette
5780 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5781 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5782 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5786 if (skinframe->qgenerateglow)
5788 skinframe->qgenerateglow = false;
5789 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5794 skinframe->qgeneratebase = false;
5795 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5796 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5797 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5801 skinframe->qgeneratemerged = false;
5802 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5805 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5807 Mem_Free(skinframe->qpixels);
5808 skinframe->qpixels = NULL;
5812 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)
5815 skinframe_t *skinframe;
5817 if (cls.state == ca_dedicated)
5820 // if already loaded just return it, otherwise make a new skinframe
5821 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5822 if (skinframe && skinframe->base)
5825 skinframe->stain = NULL;
5826 skinframe->merged = NULL;
5827 skinframe->base = NULL;
5828 skinframe->pants = NULL;
5829 skinframe->shirt = NULL;
5830 skinframe->nmap = NULL;
5831 skinframe->gloss = NULL;
5832 skinframe->glow = NULL;
5833 skinframe->fog = NULL;
5834 skinframe->reflect = NULL;
5835 skinframe->hasalpha = false;
5837 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5841 if (developer_loading.integer)
5842 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5844 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5845 if (textureflags & TEXF_ALPHA)
5847 for (i = 0;i < width * height;i++)
5849 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5851 skinframe->hasalpha = true;
5855 if (r_loadfog && skinframe->hasalpha)
5856 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5859 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5860 //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]);
5865 skinframe_t *R_SkinFrame_LoadMissing(void)
5867 skinframe_t *skinframe;
5869 if (cls.state == ca_dedicated)
5872 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5873 skinframe->stain = NULL;
5874 skinframe->merged = NULL;
5875 skinframe->base = NULL;
5876 skinframe->pants = NULL;
5877 skinframe->shirt = NULL;
5878 skinframe->nmap = NULL;
5879 skinframe->gloss = NULL;
5880 skinframe->glow = NULL;
5881 skinframe->fog = NULL;
5882 skinframe->reflect = NULL;
5883 skinframe->hasalpha = false;
5885 skinframe->avgcolor[0] = rand() / RAND_MAX;
5886 skinframe->avgcolor[1] = rand() / RAND_MAX;
5887 skinframe->avgcolor[2] = rand() / RAND_MAX;
5888 skinframe->avgcolor[3] = 1;
5893 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5894 typedef struct suffixinfo_s
5897 qboolean flipx, flipy, flipdiagonal;
5900 static suffixinfo_t suffix[3][6] =
5903 {"px", false, false, false},
5904 {"nx", false, false, false},
5905 {"py", false, false, false},
5906 {"ny", false, false, false},
5907 {"pz", false, false, false},
5908 {"nz", false, false, false}
5911 {"posx", false, false, false},
5912 {"negx", false, false, false},
5913 {"posy", false, false, false},
5914 {"negy", false, false, false},
5915 {"posz", false, false, false},
5916 {"negz", false, false, false}
5919 {"rt", true, false, true},
5920 {"lf", false, true, true},
5921 {"ft", true, true, false},
5922 {"bk", false, false, false},
5923 {"up", true, false, true},
5924 {"dn", true, false, true}
5928 static int componentorder[4] = {0, 1, 2, 3};
5930 rtexture_t *R_LoadCubemap(const char *basename)
5932 int i, j, cubemapsize;
5933 unsigned char *cubemappixels, *image_buffer;
5934 rtexture_t *cubemaptexture;
5936 // must start 0 so the first loadimagepixels has no requested width/height
5938 cubemappixels = NULL;
5939 cubemaptexture = NULL;
5940 // keep trying different suffix groups (posx, px, rt) until one loads
5941 for (j = 0;j < 3 && !cubemappixels;j++)
5943 // load the 6 images in the suffix group
5944 for (i = 0;i < 6;i++)
5946 // generate an image name based on the base and and suffix
5947 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5949 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5951 // an image loaded, make sure width and height are equal
5952 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5954 // if this is the first image to load successfully, allocate the cubemap memory
5955 if (!cubemappixels && image_width >= 1)
5957 cubemapsize = image_width;
5958 // note this clears to black, so unavailable sides are black
5959 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5961 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5963 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);
5966 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5968 Mem_Free(image_buffer);
5972 // if a cubemap loaded, upload it
5975 if (developer_loading.integer)
5976 Con_Printf("loading cubemap \"%s\"\n", basename);
5978 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5979 Mem_Free(cubemappixels);
5983 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5984 if (developer_loading.integer)
5986 Con_Printf("(tried tried images ");
5987 for (j = 0;j < 3;j++)
5988 for (i = 0;i < 6;i++)
5989 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5990 Con_Print(" and was unable to find any of them).\n");
5993 return cubemaptexture;
5996 rtexture_t *R_GetCubemap(const char *basename)
5999 for (i = 0;i < r_texture_numcubemaps;i++)
6000 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6001 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6002 if (i >= MAX_CUBEMAPS)
6003 return r_texture_whitecube;
6004 r_texture_numcubemaps++;
6005 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6006 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6007 return r_texture_cubemaps[i].texture;
6010 void R_FreeCubemaps(void)
6013 for (i = 0;i < r_texture_numcubemaps;i++)
6015 if (developer_loading.integer)
6016 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6017 if (r_texture_cubemaps[i].texture)
6018 R_FreeTexture(r_texture_cubemaps[i].texture);
6020 r_texture_numcubemaps = 0;
6023 void R_Main_FreeViewCache(void)
6025 if (r_refdef.viewcache.entityvisible)
6026 Mem_Free(r_refdef.viewcache.entityvisible);
6027 if (r_refdef.viewcache.world_pvsbits)
6028 Mem_Free(r_refdef.viewcache.world_pvsbits);
6029 if (r_refdef.viewcache.world_leafvisible)
6030 Mem_Free(r_refdef.viewcache.world_leafvisible);
6031 if (r_refdef.viewcache.world_surfacevisible)
6032 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6033 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6036 void R_Main_ResizeViewCache(void)
6038 int numentities = r_refdef.scene.numentities;
6039 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6040 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6041 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6042 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6043 if (r_refdef.viewcache.maxentities < numentities)
6045 r_refdef.viewcache.maxentities = numentities;
6046 if (r_refdef.viewcache.entityvisible)
6047 Mem_Free(r_refdef.viewcache.entityvisible);
6048 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6050 if (r_refdef.viewcache.world_numclusters != numclusters)
6052 r_refdef.viewcache.world_numclusters = numclusters;
6053 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6054 if (r_refdef.viewcache.world_pvsbits)
6055 Mem_Free(r_refdef.viewcache.world_pvsbits);
6056 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6058 if (r_refdef.viewcache.world_numleafs != numleafs)
6060 r_refdef.viewcache.world_numleafs = numleafs;
6061 if (r_refdef.viewcache.world_leafvisible)
6062 Mem_Free(r_refdef.viewcache.world_leafvisible);
6063 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6065 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6067 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6068 if (r_refdef.viewcache.world_surfacevisible)
6069 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6070 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6074 extern rtexture_t *loadingscreentexture;
6075 void gl_main_start(void)
6077 loadingscreentexture = NULL;
6078 r_texture_blanknormalmap = NULL;
6079 r_texture_white = NULL;
6080 r_texture_grey128 = NULL;
6081 r_texture_black = NULL;
6082 r_texture_whitecube = NULL;
6083 r_texture_normalizationcube = NULL;
6084 r_texture_fogattenuation = NULL;
6085 r_texture_gammaramps = NULL;
6086 r_texture_numcubemaps = 0;
6088 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6089 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6091 switch(vid.renderpath)
6093 case RENDERPATH_GL20:
6094 case RENDERPATH_CGGL:
6095 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6096 Cvar_SetValueQuick(&gl_combine, 1);
6097 Cvar_SetValueQuick(&r_glsl, 1);
6098 r_loadnormalmap = true;
6102 case RENDERPATH_GL13:
6103 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6104 Cvar_SetValueQuick(&gl_combine, 1);
6105 Cvar_SetValueQuick(&r_glsl, 0);
6106 r_loadnormalmap = false;
6107 r_loadgloss = false;
6110 case RENDERPATH_GL11:
6111 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6112 Cvar_SetValueQuick(&gl_combine, 0);
6113 Cvar_SetValueQuick(&r_glsl, 0);
6114 r_loadnormalmap = false;
6115 r_loadgloss = false;
6121 R_FrameData_Reset();
6125 memset(r_queries, 0, sizeof(r_queries));
6127 r_qwskincache = NULL;
6128 r_qwskincache_size = 0;
6130 // set up r_skinframe loading system for textures
6131 memset(&r_skinframe, 0, sizeof(r_skinframe));
6132 r_skinframe.loadsequence = 1;
6133 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6135 r_main_texturepool = R_AllocTexturePool();
6136 R_BuildBlankTextures();
6138 if (vid.support.arb_texture_cube_map)
6141 R_BuildNormalizationCube();
6143 r_texture_fogattenuation = NULL;
6144 r_texture_gammaramps = NULL;
6145 //r_texture_fogintensity = NULL;
6146 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6147 memset(&r_waterstate, 0, sizeof(r_waterstate));
6148 r_glsl_permutation = NULL;
6149 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6150 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6151 glslshaderstring = NULL;
6153 r_cg_permutation = NULL;
6154 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6155 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6156 cgshaderstring = NULL;
6158 memset(&r_svbsp, 0, sizeof (r_svbsp));
6160 r_refdef.fogmasktable_density = 0;
6163 void gl_main_shutdown(void)
6166 R_FrameData_Reset();
6168 R_Main_FreeViewCache();
6171 qglDeleteQueriesARB(r_maxqueries, r_queries);
6175 memset(r_queries, 0, sizeof(r_queries));
6177 r_qwskincache = NULL;
6178 r_qwskincache_size = 0;
6180 // clear out the r_skinframe state
6181 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6182 memset(&r_skinframe, 0, sizeof(r_skinframe));
6185 Mem_Free(r_svbsp.nodes);
6186 memset(&r_svbsp, 0, sizeof (r_svbsp));
6187 R_FreeTexturePool(&r_main_texturepool);
6188 loadingscreentexture = NULL;
6189 r_texture_blanknormalmap = NULL;
6190 r_texture_white = NULL;
6191 r_texture_grey128 = NULL;
6192 r_texture_black = NULL;
6193 r_texture_whitecube = NULL;
6194 r_texture_normalizationcube = NULL;
6195 r_texture_fogattenuation = NULL;
6196 r_texture_gammaramps = NULL;
6197 r_texture_numcubemaps = 0;
6198 //r_texture_fogintensity = NULL;
6199 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6200 memset(&r_waterstate, 0, sizeof(r_waterstate));
6201 r_glsl_permutation = NULL;
6202 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6203 glslshaderstring = NULL;
6205 r_cg_permutation = NULL;
6206 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6207 cgshaderstring = NULL;
6212 extern void CL_ParseEntityLump(char *entitystring);
6213 void gl_main_newmap(void)
6215 // FIXME: move this code to client
6217 char *entities, entname[MAX_QPATH];
6219 Mem_Free(r_qwskincache);
6220 r_qwskincache = NULL;
6221 r_qwskincache_size = 0;
6224 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6225 l = (int)strlen(entname) - 4;
6226 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6228 memcpy(entname + l, ".ent", 5);
6229 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6231 CL_ParseEntityLump(entities);
6236 if (cl.worldmodel->brush.entities)
6237 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6239 R_Main_FreeViewCache();
6241 R_FrameData_Reset();
6244 void GL_Main_Init(void)
6246 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6248 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6249 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6250 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6251 if (gamemode == GAME_NEHAHRA)
6253 Cvar_RegisterVariable (&gl_fogenable);
6254 Cvar_RegisterVariable (&gl_fogdensity);
6255 Cvar_RegisterVariable (&gl_fogred);
6256 Cvar_RegisterVariable (&gl_foggreen);
6257 Cvar_RegisterVariable (&gl_fogblue);
6258 Cvar_RegisterVariable (&gl_fogstart);
6259 Cvar_RegisterVariable (&gl_fogend);
6260 Cvar_RegisterVariable (&gl_skyclip);
6262 Cvar_RegisterVariable(&r_motionblur);
6263 Cvar_RegisterVariable(&r_motionblur_maxblur);
6264 Cvar_RegisterVariable(&r_motionblur_bmin);
6265 Cvar_RegisterVariable(&r_motionblur_vmin);
6266 Cvar_RegisterVariable(&r_motionblur_vmax);
6267 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6268 Cvar_RegisterVariable(&r_motionblur_randomize);
6269 Cvar_RegisterVariable(&r_damageblur);
6270 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6271 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6272 Cvar_RegisterVariable(&r_equalize_entities_by);
6273 Cvar_RegisterVariable(&r_equalize_entities_to);
6274 Cvar_RegisterVariable(&r_depthfirst);
6275 Cvar_RegisterVariable(&r_useinfinitefarclip);
6276 Cvar_RegisterVariable(&r_farclip_base);
6277 Cvar_RegisterVariable(&r_farclip_world);
6278 Cvar_RegisterVariable(&r_nearclip);
6279 Cvar_RegisterVariable(&r_showbboxes);
6280 Cvar_RegisterVariable(&r_showsurfaces);
6281 Cvar_RegisterVariable(&r_showtris);
6282 Cvar_RegisterVariable(&r_shownormals);
6283 Cvar_RegisterVariable(&r_showlighting);
6284 Cvar_RegisterVariable(&r_showshadowvolumes);
6285 Cvar_RegisterVariable(&r_showcollisionbrushes);
6286 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6287 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6288 Cvar_RegisterVariable(&r_showdisabledepthtest);
6289 Cvar_RegisterVariable(&r_drawportals);
6290 Cvar_RegisterVariable(&r_drawentities);
6291 Cvar_RegisterVariable(&r_cullentities_trace);
6292 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6293 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6294 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6295 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6296 Cvar_RegisterVariable(&r_drawviewmodel);
6297 Cvar_RegisterVariable(&r_speeds);
6298 Cvar_RegisterVariable(&r_fullbrights);
6299 Cvar_RegisterVariable(&r_wateralpha);
6300 Cvar_RegisterVariable(&r_dynamic);
6301 Cvar_RegisterVariable(&r_fullbright);
6302 Cvar_RegisterVariable(&r_shadows);
6303 Cvar_RegisterVariable(&r_shadows_darken);
6304 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6305 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6306 Cvar_RegisterVariable(&r_shadows_throwdistance);
6307 Cvar_RegisterVariable(&r_shadows_throwdirection);
6308 Cvar_RegisterVariable(&r_shadows_focus);
6309 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6310 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6311 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6312 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6313 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6314 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6315 Cvar_RegisterVariable(&r_fog_exp2);
6316 Cvar_RegisterVariable(&r_drawfog);
6317 Cvar_RegisterVariable(&r_transparentdepthmasking);
6318 Cvar_RegisterVariable(&r_texture_dds_load);
6319 Cvar_RegisterVariable(&r_texture_dds_save);
6320 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6321 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6322 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6323 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6324 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6325 Cvar_RegisterVariable(&r_textureunits);
6326 Cvar_RegisterVariable(&gl_combine);
6327 Cvar_RegisterVariable(&r_glsl);
6328 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6329 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6330 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6331 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6332 Cvar_RegisterVariable(&r_glsl_postprocess);
6333 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6334 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6335 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6336 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6337 Cvar_RegisterVariable(&r_water);
6338 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6339 Cvar_RegisterVariable(&r_water_clippingplanebias);
6340 Cvar_RegisterVariable(&r_water_refractdistort);
6341 Cvar_RegisterVariable(&r_water_reflectdistort);
6342 Cvar_RegisterVariable(&r_lerpsprites);
6343 Cvar_RegisterVariable(&r_lerpmodels);
6344 Cvar_RegisterVariable(&r_lerplightstyles);
6345 Cvar_RegisterVariable(&r_waterscroll);
6346 Cvar_RegisterVariable(&r_bloom);
6347 Cvar_RegisterVariable(&r_bloom_colorscale);
6348 Cvar_RegisterVariable(&r_bloom_brighten);
6349 Cvar_RegisterVariable(&r_bloom_blur);
6350 Cvar_RegisterVariable(&r_bloom_resolution);
6351 Cvar_RegisterVariable(&r_bloom_colorexponent);
6352 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6353 Cvar_RegisterVariable(&r_hdr);
6354 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6355 Cvar_RegisterVariable(&r_hdr_glowintensity);
6356 Cvar_RegisterVariable(&r_hdr_range);
6357 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6358 Cvar_RegisterVariable(&developer_texturelogging);
6359 Cvar_RegisterVariable(&gl_lightmaps);
6360 Cvar_RegisterVariable(&r_test);
6361 Cvar_RegisterVariable(&r_batchmode);
6362 Cvar_RegisterVariable(&r_glsl_saturation);
6363 Cvar_RegisterVariable(&r_framedatasize);
6364 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6365 Cvar_SetValue("r_fullbrights", 0);
6366 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6368 Cvar_RegisterVariable(&r_track_sprites);
6369 Cvar_RegisterVariable(&r_track_sprites_flags);
6370 Cvar_RegisterVariable(&r_track_sprites_scalew);
6371 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6372 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6373 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6376 extern void R_Textures_Init(void);
6377 extern void GL_Draw_Init(void);
6378 extern void GL_Main_Init(void);
6379 extern void R_Shadow_Init(void);
6380 extern void R_Sky_Init(void);
6381 extern void GL_Surf_Init(void);
6382 extern void R_Particles_Init(void);
6383 extern void R_Explosion_Init(void);
6384 extern void gl_backend_init(void);
6385 extern void Sbar_Init(void);
6386 extern void R_LightningBeams_Init(void);
6387 extern void Mod_RenderInit(void);
6388 extern void Font_Init(void);
6390 void Render_Init(void)
6403 R_LightningBeams_Init();
6412 extern char *ENGINE_EXTENSIONS;
6415 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6416 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6417 gl_version = (const char *)qglGetString(GL_VERSION);
6418 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6422 if (!gl_platformextensions)
6423 gl_platformextensions = "";
6425 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6426 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6427 Con_Printf("GL_VERSION: %s\n", gl_version);
6428 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6429 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6431 VID_CheckExtensions();
6433 // LordHavoc: report supported extensions
6434 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6436 // clear to black (loading plaque will be seen over this)
6438 qglClearColor(0,0,0,1);CHECKGLERROR
6439 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6442 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6446 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6448 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6451 p = r_refdef.view.frustum + i;
6456 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6460 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6464 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6468 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6472 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6476 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6480 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6484 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6492 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6496 for (i = 0;i < numplanes;i++)
6503 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6507 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6511 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6515 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6539 //==================================================================================
6541 // LordHavoc: this stores temporary data used within the same frame
6543 qboolean r_framedata_failed;
6544 static size_t r_framedata_size;
6545 static size_t r_framedata_current;
6546 static void *r_framedata_base;
6548 void R_FrameData_Reset(void)
6550 if (r_framedata_base)
6551 Mem_Free(r_framedata_base);
6552 r_framedata_base = NULL;
6553 r_framedata_size = 0;
6554 r_framedata_current = 0;
6555 r_framedata_failed = false;
6558 void R_FrameData_NewFrame(void)
6561 if (r_framedata_failed)
6562 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6563 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6564 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6565 if (r_framedata_size != wantedsize)
6567 r_framedata_size = wantedsize;
6568 if (r_framedata_base)
6569 Mem_Free(r_framedata_base);
6570 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6572 r_framedata_current = 0;
6573 r_framedata_failed = false;
6576 void *R_FrameData_Alloc(size_t size)
6580 // align to 16 byte boundary
6581 size = (size + 15) & ~15;
6582 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6583 r_framedata_current += size;
6586 if (r_framedata_current > r_framedata_size)
6587 r_framedata_failed = true;
6589 // return NULL on everything after a failure
6590 if (r_framedata_failed)
6596 void *R_FrameData_Store(size_t size, void *data)
6598 void *d = R_FrameData_Alloc(size);
6600 memcpy(d, data, size);
6604 //==================================================================================
6606 // LordHavoc: animcache originally written by Echon, rewritten since then
6609 * Animation cache prevents re-generating mesh data for an animated model
6610 * multiple times in one frame for lighting, shadowing, reflections, etc.
6613 void R_AnimCache_Free(void)
6617 void R_AnimCache_ClearCache(void)
6620 entity_render_t *ent;
6622 for (i = 0;i < r_refdef.scene.numentities;i++)
6624 ent = r_refdef.scene.entities[i];
6625 ent->animcache_vertex3f = NULL;
6626 ent->animcache_normal3f = NULL;
6627 ent->animcache_svector3f = NULL;
6628 ent->animcache_tvector3f = NULL;
6632 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6634 dp_model_t *model = ent->model;
6636 // see if it's already cached this frame
6637 if (ent->animcache_vertex3f)
6639 // add normals/tangents if needed
6640 if (wantnormals || wanttangents)
6642 if (ent->animcache_normal3f)
6643 wantnormals = false;
6644 if (ent->animcache_svector3f)
6645 wanttangents = false;
6646 if (wantnormals || wanttangents)
6648 numvertices = model->surfmesh.num_vertices;
6650 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6653 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6654 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6656 if (!r_framedata_failed)
6657 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6663 // see if this ent is worth caching
6664 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6666 // get some memory for this entity and generate mesh data
6667 numvertices = model->surfmesh.num_vertices;
6668 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6670 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6673 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6674 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6676 if (!r_framedata_failed)
6677 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6679 return !r_framedata_failed;
6682 void R_AnimCache_CacheVisibleEntities(void)
6685 qboolean wantnormals = !r_showsurfaces.integer;
6686 qboolean wanttangents = !r_showsurfaces.integer;
6688 switch(vid.renderpath)
6690 case RENDERPATH_GL20:
6691 case RENDERPATH_CGGL:
6693 case RENDERPATH_GL13:
6694 case RENDERPATH_GL11:
6695 wanttangents = false;
6699 // TODO: thread this
6700 // NOTE: R_PrepareRTLights() also caches entities
6702 for (i = 0;i < r_refdef.scene.numentities;i++)
6703 if (r_refdef.viewcache.entityvisible[i])
6704 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6707 //==================================================================================
6709 static void R_View_UpdateEntityLighting (void)
6712 entity_render_t *ent;
6713 vec3_t tempdiffusenormal, avg;
6714 vec_t f, fa, fd, fdd;
6715 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6717 for (i = 0;i < r_refdef.scene.numentities;i++)
6719 ent = r_refdef.scene.entities[i];
6721 // skip unseen models
6722 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6726 if (ent->model && ent->model->brush.num_leafs)
6728 // TODO: use modellight for r_ambient settings on world?
6729 VectorSet(ent->modellight_ambient, 0, 0, 0);
6730 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6731 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6735 // fetch the lighting from the worldmodel data
6736 VectorClear(ent->modellight_ambient);
6737 VectorClear(ent->modellight_diffuse);
6738 VectorClear(tempdiffusenormal);
6739 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6742 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6743 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6744 if(ent->flags & RENDER_EQUALIZE)
6746 // first fix up ambient lighting...
6747 if(r_equalize_entities_minambient.value > 0)
6749 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6752 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6753 if(fa < r_equalize_entities_minambient.value * fd)
6756 // fa'/fd' = minambient
6757 // fa'+0.25*fd' = fa+0.25*fd
6759 // fa' = fd' * minambient
6760 // fd'*(0.25+minambient) = fa+0.25*fd
6762 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6763 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6765 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6766 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
6767 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6768 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6773 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6775 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6776 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6779 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6780 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6781 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6787 VectorSet(ent->modellight_ambient, 1, 1, 1);
6789 // move the light direction into modelspace coordinates for lighting code
6790 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6791 if(VectorLength2(ent->modellight_lightdir) == 0)
6792 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6793 VectorNormalize(ent->modellight_lightdir);
6797 #define MAX_LINEOFSIGHTTRACES 64
6799 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6802 vec3_t boxmins, boxmaxs;
6805 dp_model_t *model = r_refdef.scene.worldmodel;
6807 if (!model || !model->brush.TraceLineOfSight)
6810 // expand the box a little
6811 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6812 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6813 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6814 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6815 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6816 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6818 // return true if eye is inside enlarged box
6819 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6823 VectorCopy(eye, start);
6824 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6825 if (model->brush.TraceLineOfSight(model, start, end))
6828 // try various random positions
6829 for (i = 0;i < numsamples;i++)
6831 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6832 if (model->brush.TraceLineOfSight(model, start, end))
6840 static void R_View_UpdateEntityVisible (void)
6845 entity_render_t *ent;
6847 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6848 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6849 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6850 : RENDER_EXTERIORMODEL;
6851 if (!r_drawviewmodel.integer)
6852 renderimask |= RENDER_VIEWMODEL;
6853 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6855 // worldmodel can check visibility
6856 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6857 for (i = 0;i < r_refdef.scene.numentities;i++)
6859 ent = r_refdef.scene.entities[i];
6860 if (!(ent->flags & renderimask))
6861 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6862 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))
6863 r_refdef.viewcache.entityvisible[i] = true;
6865 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6867 for (i = 0;i < r_refdef.scene.numentities;i++)
6869 ent = r_refdef.scene.entities[i];
6870 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6872 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6874 continue; // temp entities do pvs only
6875 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6876 ent->last_trace_visibility = realtime;
6877 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6878 r_refdef.viewcache.entityvisible[i] = 0;
6885 // no worldmodel or it can't check visibility
6886 for (i = 0;i < r_refdef.scene.numentities;i++)
6888 ent = r_refdef.scene.entities[i];
6889 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));
6894 /// only used if skyrendermasked, and normally returns false
6895 int R_DrawBrushModelsSky (void)
6898 entity_render_t *ent;
6901 for (i = 0;i < r_refdef.scene.numentities;i++)
6903 if (!r_refdef.viewcache.entityvisible[i])
6905 ent = r_refdef.scene.entities[i];
6906 if (!ent->model || !ent->model->DrawSky)
6908 ent->model->DrawSky(ent);
6914 static void R_DrawNoModel(entity_render_t *ent);
6915 static void R_DrawModels(void)
6918 entity_render_t *ent;
6920 for (i = 0;i < r_refdef.scene.numentities;i++)
6922 if (!r_refdef.viewcache.entityvisible[i])
6924 ent = r_refdef.scene.entities[i];
6925 r_refdef.stats.entities++;
6926 if (ent->model && ent->model->Draw != NULL)
6927 ent->model->Draw(ent);
6933 static void R_DrawModelsDepth(void)
6936 entity_render_t *ent;
6938 for (i = 0;i < r_refdef.scene.numentities;i++)
6940 if (!r_refdef.viewcache.entityvisible[i])
6942 ent = r_refdef.scene.entities[i];
6943 if (ent->model && ent->model->DrawDepth != NULL)
6944 ent->model->DrawDepth(ent);
6948 static void R_DrawModelsDebug(void)
6951 entity_render_t *ent;
6953 for (i = 0;i < r_refdef.scene.numentities;i++)
6955 if (!r_refdef.viewcache.entityvisible[i])
6957 ent = r_refdef.scene.entities[i];
6958 if (ent->model && ent->model->DrawDebug != NULL)
6959 ent->model->DrawDebug(ent);
6963 static void R_DrawModelsAddWaterPlanes(void)
6966 entity_render_t *ent;
6968 for (i = 0;i < r_refdef.scene.numentities;i++)
6970 if (!r_refdef.viewcache.entityvisible[i])
6972 ent = r_refdef.scene.entities[i];
6973 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6974 ent->model->DrawAddWaterPlanes(ent);
6978 static void R_View_SetFrustum(void)
6981 double slopex, slopey;
6982 vec3_t forward, left, up, origin;
6984 // we can't trust r_refdef.view.forward and friends in reflected scenes
6985 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6988 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6989 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6990 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6991 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6992 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6993 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6994 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6995 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6996 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6997 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6998 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6999 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7003 zNear = r_refdef.nearclip;
7004 nudge = 1.0 - 1.0 / (1<<23);
7005 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7006 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7007 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7008 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7009 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7010 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7011 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7012 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7018 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7019 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7020 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7021 r_refdef.view.frustum[0].dist = m[15] - m[12];
7023 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7024 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7025 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7026 r_refdef.view.frustum[1].dist = m[15] + m[12];
7028 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7029 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7030 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7031 r_refdef.view.frustum[2].dist = m[15] - m[13];
7033 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7034 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7035 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7036 r_refdef.view.frustum[3].dist = m[15] + m[13];
7038 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7039 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7040 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7041 r_refdef.view.frustum[4].dist = m[15] - m[14];
7043 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7044 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7045 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7046 r_refdef.view.frustum[5].dist = m[15] + m[14];
7049 if (r_refdef.view.useperspective)
7051 slopex = 1.0 / r_refdef.view.frustum_x;
7052 slopey = 1.0 / r_refdef.view.frustum_y;
7053 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7054 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7055 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7056 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7057 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7059 // Leaving those out was a mistake, those were in the old code, and they
7060 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7061 // I couldn't reproduce it after adding those normalizations. --blub
7062 VectorNormalize(r_refdef.view.frustum[0].normal);
7063 VectorNormalize(r_refdef.view.frustum[1].normal);
7064 VectorNormalize(r_refdef.view.frustum[2].normal);
7065 VectorNormalize(r_refdef.view.frustum[3].normal);
7067 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7068 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7069 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7070 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7071 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7073 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7074 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7075 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7076 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7077 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7081 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7082 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7083 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7084 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7085 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7086 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7087 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7088 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7089 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7090 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7092 r_refdef.view.numfrustumplanes = 5;
7094 if (r_refdef.view.useclipplane)
7096 r_refdef.view.numfrustumplanes = 6;
7097 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7100 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7101 PlaneClassify(r_refdef.view.frustum + i);
7103 // LordHavoc: note to all quake engine coders, Quake had a special case
7104 // for 90 degrees which assumed a square view (wrong), so I removed it,
7105 // Quake2 has it disabled as well.
7107 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7108 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7109 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7110 //PlaneClassify(&frustum[0]);
7112 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7113 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7114 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7115 //PlaneClassify(&frustum[1]);
7117 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7118 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7119 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7120 //PlaneClassify(&frustum[2]);
7122 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7123 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7124 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7125 //PlaneClassify(&frustum[3]);
7128 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7129 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7130 //PlaneClassify(&frustum[4]);
7133 void R_View_Update(void)
7135 R_Main_ResizeViewCache();
7136 R_View_SetFrustum();
7137 R_View_WorldVisibility(r_refdef.view.useclipplane);
7138 R_View_UpdateEntityVisible();
7139 R_View_UpdateEntityLighting();
7142 void R_SetupView(qboolean allowwaterclippingplane)
7144 const float *customclipplane = NULL;
7146 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7148 // LordHavoc: couldn't figure out how to make this approach the
7149 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7150 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7151 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7152 dist = r_refdef.view.clipplane.dist;
7153 plane[0] = r_refdef.view.clipplane.normal[0];
7154 plane[1] = r_refdef.view.clipplane.normal[1];
7155 plane[2] = r_refdef.view.clipplane.normal[2];
7157 customclipplane = plane;
7160 if (!r_refdef.view.useperspective)
7161 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);
7162 else if (vid.stencil && r_useinfinitefarclip.integer)
7163 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);
7165 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);
7166 R_SetViewport(&r_refdef.view.viewport);
7169 void R_EntityMatrix(const matrix4x4_t *matrix)
7171 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7173 gl_modelmatrixchanged = false;
7174 gl_modelmatrix = *matrix;
7175 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7176 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7177 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7178 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7180 switch(vid.renderpath)
7182 case RENDERPATH_GL20:
7183 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7184 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7185 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7187 case RENDERPATH_CGGL:
7190 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7191 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7192 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7195 case RENDERPATH_GL13:
7196 case RENDERPATH_GL11:
7197 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7203 void R_ResetViewRendering2D(void)
7205 r_viewport_t viewport;
7208 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7209 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);
7210 R_SetViewport(&viewport);
7211 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7212 GL_Color(1, 1, 1, 1);
7213 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7214 GL_BlendFunc(GL_ONE, GL_ZERO);
7215 GL_AlphaTest(false);
7216 GL_ScissorTest(false);
7217 GL_DepthMask(false);
7218 GL_DepthRange(0, 1);
7219 GL_DepthTest(false);
7220 R_EntityMatrix(&identitymatrix);
7221 R_Mesh_ResetTextureState();
7222 GL_PolygonOffset(0, 0);
7223 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7224 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7225 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7226 qglStencilMask(~0);CHECKGLERROR
7227 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7228 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7229 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7232 void R_ResetViewRendering3D(void)
7237 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7238 GL_Color(1, 1, 1, 1);
7239 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7240 GL_BlendFunc(GL_ONE, GL_ZERO);
7241 GL_AlphaTest(false);
7242 GL_ScissorTest(true);
7244 GL_DepthRange(0, 1);
7246 R_EntityMatrix(&identitymatrix);
7247 R_Mesh_ResetTextureState();
7248 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7249 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7250 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7251 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7252 qglStencilMask(~0);CHECKGLERROR
7253 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7254 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7255 GL_CullFace(r_refdef.view.cullface_back);
7258 void R_RenderScene(void);
7259 void R_RenderWaterPlanes(void);
7261 static void R_Water_StartFrame(void)
7264 int waterwidth, waterheight, texturewidth, textureheight;
7265 r_waterstate_waterplane_t *p;
7267 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7270 switch(vid.renderpath)
7272 case RENDERPATH_GL20:
7273 case RENDERPATH_CGGL:
7275 case RENDERPATH_GL13:
7276 case RENDERPATH_GL11:
7280 // set waterwidth and waterheight to the water resolution that will be
7281 // used (often less than the screen resolution for faster rendering)
7282 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7283 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7285 // calculate desired texture sizes
7286 // can't use water if the card does not support the texture size
7287 if (!r_water.integer || r_showsurfaces.integer)
7288 texturewidth = textureheight = waterwidth = waterheight = 0;
7289 else if (vid.support.arb_texture_non_power_of_two)
7291 texturewidth = waterwidth;
7292 textureheight = waterheight;
7296 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7297 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7300 // allocate textures as needed
7301 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7303 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7304 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7306 if (p->texture_refraction)
7307 R_FreeTexture(p->texture_refraction);
7308 p->texture_refraction = NULL;
7309 if (p->texture_reflection)
7310 R_FreeTexture(p->texture_reflection);
7311 p->texture_reflection = NULL;
7313 memset(&r_waterstate, 0, sizeof(r_waterstate));
7314 r_waterstate.texturewidth = texturewidth;
7315 r_waterstate.textureheight = textureheight;
7318 if (r_waterstate.texturewidth)
7320 r_waterstate.enabled = true;
7322 // when doing a reduced render (HDR) we want to use a smaller area
7323 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7324 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7326 // set up variables that will be used in shader setup
7327 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7328 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7329 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7330 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7333 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7334 r_waterstate.numwaterplanes = 0;
7337 void R_Water_AddWaterPlane(msurface_t *surface)
7339 int triangleindex, planeindex;
7345 r_waterstate_waterplane_t *p;
7346 texture_t *t = R_GetCurrentTexture(surface->texture);
7347 // just use the first triangle with a valid normal for any decisions
7348 VectorClear(normal);
7349 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7351 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7352 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7353 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7354 TriangleNormal(vert[0], vert[1], vert[2], normal);
7355 if (VectorLength2(normal) >= 0.001)
7359 VectorCopy(normal, plane.normal);
7360 VectorNormalize(plane.normal);
7361 plane.dist = DotProduct(vert[0], plane.normal);
7362 PlaneClassify(&plane);
7363 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7365 // skip backfaces (except if nocullface is set)
7366 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7368 VectorNegate(plane.normal, plane.normal);
7370 PlaneClassify(&plane);
7374 // find a matching plane if there is one
7375 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7376 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7378 if (planeindex >= r_waterstate.maxwaterplanes)
7379 return; // nothing we can do, out of planes
7381 // if this triangle does not fit any known plane rendered this frame, add one
7382 if (planeindex >= r_waterstate.numwaterplanes)
7384 // store the new plane
7385 r_waterstate.numwaterplanes++;
7387 // clear materialflags and pvs
7388 p->materialflags = 0;
7389 p->pvsvalid = false;
7391 // merge this surface's materialflags into the waterplane
7392 p->materialflags |= t->currentmaterialflags;
7393 // merge this surface's PVS into the waterplane
7394 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7395 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7396 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7398 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7403 static void R_Water_ProcessPlanes(void)
7405 r_refdef_view_t originalview;
7406 r_refdef_view_t myview;
7408 r_waterstate_waterplane_t *p;
7410 originalview = r_refdef.view;
7412 // make sure enough textures are allocated
7413 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7415 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7417 if (!p->texture_refraction)
7418 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7419 if (!p->texture_refraction)
7423 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7425 if (!p->texture_reflection)
7426 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7427 if (!p->texture_reflection)
7433 r_refdef.view = originalview;
7434 r_refdef.view.showdebug = false;
7435 r_refdef.view.width = r_waterstate.waterwidth;
7436 r_refdef.view.height = r_waterstate.waterheight;
7437 r_refdef.view.useclipplane = true;
7438 myview = r_refdef.view;
7439 r_waterstate.renderingscene = true;
7440 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7442 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7444 r_refdef.view = myview;
7445 // render reflected scene and copy into texture
7446 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7447 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7448 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7449 r_refdef.view.clipplane = p->plane;
7450 // reverse the cullface settings for this render
7451 r_refdef.view.cullface_front = GL_FRONT;
7452 r_refdef.view.cullface_back = GL_BACK;
7453 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7455 r_refdef.view.usecustompvs = true;
7457 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7459 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7462 R_ResetViewRendering3D();
7463 R_ClearScreen(r_refdef.fogenabled);
7467 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);
7470 // render the normal view scene and copy into texture
7471 // (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)
7472 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7474 r_waterstate.renderingrefraction = true;
7475 r_refdef.view = myview;
7476 r_refdef.view.clipplane = p->plane;
7477 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7478 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7479 PlaneClassify(&r_refdef.view.clipplane);
7481 R_ResetViewRendering3D();
7482 R_ClearScreen(r_refdef.fogenabled);
7486 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);
7487 r_waterstate.renderingrefraction = false;
7491 r_waterstate.renderingscene = false;
7492 r_refdef.view = originalview;
7493 R_ResetViewRendering3D();
7494 R_ClearScreen(r_refdef.fogenabled);
7498 r_refdef.view = originalview;
7499 r_waterstate.renderingscene = false;
7500 Cvar_SetValueQuick(&r_water, 0);
7501 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7505 void R_Bloom_StartFrame(void)
7507 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7509 switch(vid.renderpath)
7511 case RENDERPATH_GL20:
7512 case RENDERPATH_CGGL:
7514 case RENDERPATH_GL13:
7515 case RENDERPATH_GL11:
7519 // set bloomwidth and bloomheight to the bloom resolution that will be
7520 // used (often less than the screen resolution for faster rendering)
7521 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7522 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7523 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7524 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7525 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7527 // calculate desired texture sizes
7528 if (vid.support.arb_texture_non_power_of_two)
7530 screentexturewidth = r_refdef.view.width;
7531 screentextureheight = r_refdef.view.height;
7532 bloomtexturewidth = r_bloomstate.bloomwidth;
7533 bloomtextureheight = r_bloomstate.bloomheight;
7537 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7538 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7539 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7540 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7543 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))
7545 Cvar_SetValueQuick(&r_hdr, 0);
7546 Cvar_SetValueQuick(&r_bloom, 0);
7547 Cvar_SetValueQuick(&r_motionblur, 0);
7548 Cvar_SetValueQuick(&r_damageblur, 0);
7551 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)))
7552 screentexturewidth = screentextureheight = 0;
7553 if (!r_hdr.integer && !r_bloom.integer)
7554 bloomtexturewidth = bloomtextureheight = 0;
7556 // allocate textures as needed
7557 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7559 if (r_bloomstate.texture_screen)
7560 R_FreeTexture(r_bloomstate.texture_screen);
7561 r_bloomstate.texture_screen = NULL;
7562 r_bloomstate.screentexturewidth = screentexturewidth;
7563 r_bloomstate.screentextureheight = screentextureheight;
7564 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7565 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7567 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7569 if (r_bloomstate.texture_bloom)
7570 R_FreeTexture(r_bloomstate.texture_bloom);
7571 r_bloomstate.texture_bloom = NULL;
7572 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7573 r_bloomstate.bloomtextureheight = bloomtextureheight;
7574 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7575 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7578 // when doing a reduced render (HDR) we want to use a smaller area
7579 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7580 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7581 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7582 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7583 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7585 // set up a texcoord array for the full resolution screen image
7586 // (we have to keep this around to copy back during final render)
7587 r_bloomstate.screentexcoord2f[0] = 0;
7588 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7589 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7590 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7591 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7592 r_bloomstate.screentexcoord2f[5] = 0;
7593 r_bloomstate.screentexcoord2f[6] = 0;
7594 r_bloomstate.screentexcoord2f[7] = 0;
7596 // set up a texcoord array for the reduced resolution bloom image
7597 // (which will be additive blended over the screen image)
7598 r_bloomstate.bloomtexcoord2f[0] = 0;
7599 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7600 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7601 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7602 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7603 r_bloomstate.bloomtexcoord2f[5] = 0;
7604 r_bloomstate.bloomtexcoord2f[6] = 0;
7605 r_bloomstate.bloomtexcoord2f[7] = 0;
7607 if (r_hdr.integer || r_bloom.integer)
7609 r_bloomstate.enabled = true;
7610 r_bloomstate.hdr = r_hdr.integer != 0;
7613 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);
7616 void R_Bloom_CopyBloomTexture(float colorscale)
7618 r_refdef.stats.bloom++;
7620 // scale down screen texture to the bloom texture size
7622 R_SetViewport(&r_bloomstate.viewport);
7623 GL_BlendFunc(GL_ONE, GL_ZERO);
7624 GL_Color(colorscale, colorscale, colorscale, 1);
7625 // TODO: optimize with multitexture or GLSL
7626 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7627 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7628 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7629 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7631 // we now have a bloom image in the framebuffer
7632 // copy it into the bloom image texture for later processing
7633 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);
7634 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7637 void R_Bloom_CopyHDRTexture(void)
7639 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);
7640 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7643 void R_Bloom_MakeTexture(void)
7646 float xoffset, yoffset, r, brighten;
7648 r_refdef.stats.bloom++;
7650 R_ResetViewRendering2D();
7651 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7652 R_Mesh_ColorPointer(NULL, 0, 0);
7654 // we have a bloom image in the framebuffer
7656 R_SetViewport(&r_bloomstate.viewport);
7658 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7661 r = bound(0, r_bloom_colorexponent.value / x, 1);
7662 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7663 GL_Color(r, r, r, 1);
7664 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7665 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7666 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7667 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7669 // copy the vertically blurred bloom view to a texture
7670 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);
7671 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7674 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7675 brighten = r_bloom_brighten.value;
7677 brighten *= r_hdr_range.value;
7678 brighten = sqrt(brighten);
7680 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7681 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7682 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7684 for (dir = 0;dir < 2;dir++)
7686 // blend on at multiple vertical offsets to achieve a vertical blur
7687 // TODO: do offset blends using GLSL
7688 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7689 GL_BlendFunc(GL_ONE, GL_ZERO);
7690 for (x = -range;x <= range;x++)
7692 if (!dir){xoffset = 0;yoffset = x;}
7693 else {xoffset = x;yoffset = 0;}
7694 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7695 yoffset /= (float)r_bloomstate.bloomtextureheight;
7696 // compute a texcoord array with the specified x and y offset
7697 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7698 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7699 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7700 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7701 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7702 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7703 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7704 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7705 // this r value looks like a 'dot' particle, fading sharply to
7706 // black at the edges
7707 // (probably not realistic but looks good enough)
7708 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7709 //r = brighten/(range*2+1);
7710 r = brighten / (range * 2 + 1);
7712 r *= (1 - x*x/(float)(range*range));
7713 GL_Color(r, r, r, 1);
7714 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7715 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7716 GL_BlendFunc(GL_ONE, GL_ONE);
7719 // copy the vertically blurred bloom view to a texture
7720 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);
7721 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7724 // apply subtract last
7725 // (just like it would be in a GLSL shader)
7726 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7728 GL_BlendFunc(GL_ONE, GL_ZERO);
7729 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7730 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7731 GL_Color(1, 1, 1, 1);
7732 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7733 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7735 GL_BlendFunc(GL_ONE, GL_ONE);
7736 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7737 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7738 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7739 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7740 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7741 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7742 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7744 // copy the darkened bloom view to a texture
7745 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);
7746 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7750 void R_HDR_RenderBloomTexture(void)
7752 int oldwidth, oldheight;
7753 float oldcolorscale;
7755 oldcolorscale = r_refdef.view.colorscale;
7756 oldwidth = r_refdef.view.width;
7757 oldheight = r_refdef.view.height;
7758 r_refdef.view.width = r_bloomstate.bloomwidth;
7759 r_refdef.view.height = r_bloomstate.bloomheight;
7761 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7762 // TODO: add exposure compensation features
7763 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7765 r_refdef.view.showdebug = false;
7766 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7768 R_ResetViewRendering3D();
7770 R_ClearScreen(r_refdef.fogenabled);
7771 if (r_timereport_active)
7772 R_TimeReport("HDRclear");
7775 if (r_timereport_active)
7776 R_TimeReport("visibility");
7778 // only do secondary renders with HDR if r_hdr is 2 or higher
7779 r_waterstate.numwaterplanes = 0;
7780 if (r_waterstate.enabled && r_hdr.integer >= 2)
7781 R_RenderWaterPlanes();
7783 r_refdef.view.showdebug = true;
7785 r_waterstate.numwaterplanes = 0;
7787 R_ResetViewRendering2D();
7789 R_Bloom_CopyHDRTexture();
7790 R_Bloom_MakeTexture();
7792 // restore the view settings
7793 r_refdef.view.width = oldwidth;
7794 r_refdef.view.height = oldheight;
7795 r_refdef.view.colorscale = oldcolorscale;
7797 R_ResetViewRendering3D();
7799 R_ClearScreen(r_refdef.fogenabled);
7800 if (r_timereport_active)
7801 R_TimeReport("viewclear");
7804 static void R_BlendView(void)
7806 unsigned int permutation;
7807 float uservecs[4][4];
7809 switch (vid.renderpath)
7811 case RENDERPATH_GL20:
7812 case RENDERPATH_CGGL:
7814 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7815 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7816 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7817 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7818 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7820 if (r_bloomstate.texture_screen)
7822 // make sure the buffer is available
7823 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7825 R_ResetViewRendering2D();
7826 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7827 R_Mesh_ColorPointer(NULL, 0, 0);
7829 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7831 // declare variables
7833 static float avgspeed;
7835 speed = VectorLength(cl.movement_velocity);
7837 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7838 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7840 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7841 speed = bound(0, speed, 1);
7842 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7844 // calculate values into a standard alpha
7845 cl.motionbluralpha = 1 - exp(-
7847 (r_motionblur.value * speed / 80)
7849 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7852 max(0.0001, cl.time - cl.oldtime) // fps independent
7855 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7856 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7858 if (cl.motionbluralpha > 0)
7860 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7861 GL_Color(1, 1, 1, cl.motionbluralpha);
7862 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7863 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7864 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7865 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7869 // copy view into the screen texture
7870 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);
7871 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7873 else if (!r_bloomstate.texture_bloom)
7875 // we may still have to do view tint...
7876 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7878 // apply a color tint to the whole view
7879 R_ResetViewRendering2D();
7880 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7881 R_Mesh_ColorPointer(NULL, 0, 0);
7882 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7883 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7884 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7885 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7887 break; // no screen processing, no bloom, skip it
7890 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7892 // render simple bloom effect
7893 // copy the screen and shrink it and darken it for the bloom process
7894 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7895 // make the bloom texture
7896 R_Bloom_MakeTexture();
7899 #if _MSC_VER >= 1400
7900 #define sscanf sscanf_s
7902 memset(uservecs, 0, sizeof(uservecs));
7903 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7904 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7905 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7906 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7908 R_ResetViewRendering2D();
7909 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7910 R_Mesh_ColorPointer(NULL, 0, 0);
7911 GL_Color(1, 1, 1, 1);
7912 GL_BlendFunc(GL_ONE, GL_ZERO);
7913 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7914 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7916 switch(vid.renderpath)
7918 case RENDERPATH_GL20:
7919 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7920 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7921 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7922 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7923 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]);
7924 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7925 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]);
7926 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]);
7927 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]);
7928 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]);
7929 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7930 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7932 case RENDERPATH_CGGL:
7934 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7935 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7936 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7937 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7938 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
7939 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7940 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
7941 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
7942 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
7943 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
7944 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7945 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7951 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7952 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7954 case RENDERPATH_GL13:
7955 case RENDERPATH_GL11:
7956 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7958 // apply a color tint to the whole view
7959 R_ResetViewRendering2D();
7960 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7961 R_Mesh_ColorPointer(NULL, 0, 0);
7962 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7963 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7964 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7965 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7971 matrix4x4_t r_waterscrollmatrix;
7973 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7975 if (r_refdef.fog_density)
7977 r_refdef.fogcolor[0] = r_refdef.fog_red;
7978 r_refdef.fogcolor[1] = r_refdef.fog_green;
7979 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7981 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7982 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7983 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7984 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7988 VectorCopy(r_refdef.fogcolor, fogvec);
7989 // color.rgb *= ContrastBoost * SceneBrightness;
7990 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7991 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7992 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7993 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7998 void R_UpdateVariables(void)
8002 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8004 r_refdef.farclip = r_farclip_base.value;
8005 if (r_refdef.scene.worldmodel)
8006 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8007 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8009 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8010 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8011 r_refdef.polygonfactor = 0;
8012 r_refdef.polygonoffset = 0;
8013 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8014 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8016 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8017 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8018 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8019 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8020 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8021 if (r_showsurfaces.integer)
8023 r_refdef.scene.rtworld = false;
8024 r_refdef.scene.rtworldshadows = false;
8025 r_refdef.scene.rtdlight = false;
8026 r_refdef.scene.rtdlightshadows = false;
8027 r_refdef.lightmapintensity = 0;
8030 if (gamemode == GAME_NEHAHRA)
8032 if (gl_fogenable.integer)
8034 r_refdef.oldgl_fogenable = true;
8035 r_refdef.fog_density = gl_fogdensity.value;
8036 r_refdef.fog_red = gl_fogred.value;
8037 r_refdef.fog_green = gl_foggreen.value;
8038 r_refdef.fog_blue = gl_fogblue.value;
8039 r_refdef.fog_alpha = 1;
8040 r_refdef.fog_start = 0;
8041 r_refdef.fog_end = gl_skyclip.value;
8042 r_refdef.fog_height = 1<<30;
8043 r_refdef.fog_fadedepth = 128;
8045 else if (r_refdef.oldgl_fogenable)
8047 r_refdef.oldgl_fogenable = false;
8048 r_refdef.fog_density = 0;
8049 r_refdef.fog_red = 0;
8050 r_refdef.fog_green = 0;
8051 r_refdef.fog_blue = 0;
8052 r_refdef.fog_alpha = 0;
8053 r_refdef.fog_start = 0;
8054 r_refdef.fog_end = 0;
8055 r_refdef.fog_height = 1<<30;
8056 r_refdef.fog_fadedepth = 128;
8060 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8061 r_refdef.fog_start = max(0, r_refdef.fog_start);
8062 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8064 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8066 if (r_refdef.fog_density && r_drawfog.integer)
8068 r_refdef.fogenabled = true;
8069 // this is the point where the fog reaches 0.9986 alpha, which we
8070 // consider a good enough cutoff point for the texture
8071 // (0.9986 * 256 == 255.6)
8072 if (r_fog_exp2.integer)
8073 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8075 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8076 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8077 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8078 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8079 // fog color was already set
8080 // update the fog texture
8081 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)
8082 R_BuildFogTexture();
8085 r_refdef.fogenabled = false;
8087 switch(vid.renderpath)
8089 case RENDERPATH_GL20:
8090 case RENDERPATH_CGGL:
8091 if(v_glslgamma.integer && !vid_gammatables_trivial)
8093 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8095 // build GLSL gamma texture
8096 #define RAMPWIDTH 256
8097 unsigned short ramp[RAMPWIDTH * 3];
8098 unsigned char rampbgr[RAMPWIDTH][4];
8101 r_texture_gammaramps_serial = vid_gammatables_serial;
8103 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8104 for(i = 0; i < RAMPWIDTH; ++i)
8106 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8107 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8108 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8111 if (r_texture_gammaramps)
8113 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8117 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8123 // remove GLSL gamma texture
8126 case RENDERPATH_GL13:
8127 case RENDERPATH_GL11:
8132 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8133 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8139 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8140 if( scenetype != r_currentscenetype ) {
8141 // store the old scenetype
8142 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8143 r_currentscenetype = scenetype;
8144 // move in the new scene
8145 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8154 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8156 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8157 if( scenetype == r_currentscenetype ) {
8158 return &r_refdef.scene;
8160 return &r_scenes_store[ scenetype ];
8169 void R_RenderView(void)
8171 if (r_timereport_active)
8172 R_TimeReport("start");
8173 r_textureframe++; // used only by R_GetCurrentTexture
8174 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8176 if (!r_drawentities.integer)
8177 r_refdef.scene.numentities = 0;
8179 R_AnimCache_ClearCache();
8180 R_FrameData_NewFrame();
8182 if (r_refdef.view.isoverlay)
8184 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8185 GL_Clear( GL_DEPTH_BUFFER_BIT );
8186 R_TimeReport("depthclear");
8188 r_refdef.view.showdebug = false;
8190 r_waterstate.enabled = false;
8191 r_waterstate.numwaterplanes = 0;
8199 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8200 return; //Host_Error ("R_RenderView: NULL worldmodel");
8202 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8204 // break apart the view matrix into vectors for various purposes
8205 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8206 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8207 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8208 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8209 // make an inverted copy of the view matrix for tracking sprites
8210 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8212 R_Shadow_UpdateWorldLightSelection();
8214 R_Bloom_StartFrame();
8215 R_Water_StartFrame();
8218 if (r_timereport_active)
8219 R_TimeReport("viewsetup");
8221 R_ResetViewRendering3D();
8223 if (r_refdef.view.clear || r_refdef.fogenabled)
8225 R_ClearScreen(r_refdef.fogenabled);
8226 if (r_timereport_active)
8227 R_TimeReport("viewclear");
8229 r_refdef.view.clear = true;
8231 // this produces a bloom texture to be used in R_BlendView() later
8232 if (r_hdr.integer && r_bloomstate.bloomwidth)
8234 R_HDR_RenderBloomTexture();
8235 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8236 r_textureframe++; // used only by R_GetCurrentTexture
8239 r_refdef.view.showdebug = true;
8242 if (r_timereport_active)
8243 R_TimeReport("visibility");
8245 r_waterstate.numwaterplanes = 0;
8246 if (r_waterstate.enabled)
8247 R_RenderWaterPlanes();
8250 r_waterstate.numwaterplanes = 0;
8253 if (r_timereport_active)
8254 R_TimeReport("blendview");
8256 GL_Scissor(0, 0, vid.width, vid.height);
8257 GL_ScissorTest(false);
8261 void R_RenderWaterPlanes(void)
8263 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8265 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8266 if (r_timereport_active)
8267 R_TimeReport("waterworld");
8270 // don't let sound skip if going slow
8271 if (r_refdef.scene.extraupdate)
8274 R_DrawModelsAddWaterPlanes();
8275 if (r_timereport_active)
8276 R_TimeReport("watermodels");
8278 if (r_waterstate.numwaterplanes)
8280 R_Water_ProcessPlanes();
8281 if (r_timereport_active)
8282 R_TimeReport("waterscenes");
8286 extern void R_DrawLightningBeams (void);
8287 extern void VM_CL_AddPolygonsToMeshQueue (void);
8288 extern void R_DrawPortals (void);
8289 extern cvar_t cl_locs_show;
8290 static void R_DrawLocs(void);
8291 static void R_DrawEntityBBoxes(void);
8292 static void R_DrawModelDecals(void);
8293 extern void R_DrawModelShadows(void);
8294 extern void R_DrawModelShadowMaps(void);
8295 extern cvar_t cl_decals_newsystem;
8296 extern qboolean r_shadow_usingdeferredprepass;
8297 void R_RenderScene(void)
8299 qboolean shadowmapping = false;
8301 r_refdef.stats.renders++;
8305 // don't let sound skip if going slow
8306 if (r_refdef.scene.extraupdate)
8309 R_MeshQueue_BeginScene();
8313 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);
8315 if (cl.csqc_vidvars.drawworld)
8317 // don't let sound skip if going slow
8318 if (r_refdef.scene.extraupdate)
8321 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8323 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8324 if (r_timereport_active)
8325 R_TimeReport("worldsky");
8328 if (R_DrawBrushModelsSky() && r_timereport_active)
8329 R_TimeReport("bmodelsky");
8331 if (skyrendermasked && skyrenderlater)
8333 // we have to force off the water clipping plane while rendering sky
8337 if (r_timereport_active)
8338 R_TimeReport("sky");
8342 R_AnimCache_CacheVisibleEntities();
8343 if (r_timereport_active)
8344 R_TimeReport("animation");
8346 R_Shadow_PrepareLights();
8347 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8348 R_Shadow_PrepareModelShadows();
8349 if (r_timereport_active)
8350 R_TimeReport("preparelights");
8352 if (R_Shadow_ShadowMappingEnabled())
8353 shadowmapping = true;
8355 if (r_shadow_usingdeferredprepass)
8356 R_Shadow_DrawPrepass();
8358 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8360 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8361 if (r_timereport_active)
8362 R_TimeReport("worlddepth");
8364 if (r_depthfirst.integer >= 2)
8366 R_DrawModelsDepth();
8367 if (r_timereport_active)
8368 R_TimeReport("modeldepth");
8371 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8373 R_DrawModelShadowMaps();
8374 R_ResetViewRendering3D();
8375 // don't let sound skip if going slow
8376 if (r_refdef.scene.extraupdate)
8380 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8382 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8383 if (r_timereport_active)
8384 R_TimeReport("world");
8387 // don't let sound skip if going slow
8388 if (r_refdef.scene.extraupdate)
8392 if (r_timereport_active)
8393 R_TimeReport("models");
8395 // don't let sound skip if going slow
8396 if (r_refdef.scene.extraupdate)
8399 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8401 R_DrawModelShadows();
8402 R_ResetViewRendering3D();
8403 // don't let sound skip if going slow
8404 if (r_refdef.scene.extraupdate)
8408 if (!r_shadow_usingdeferredprepass)
8410 R_Shadow_DrawLights();
8411 if (r_timereport_active)
8412 R_TimeReport("rtlights");
8415 // don't let sound skip if going slow
8416 if (r_refdef.scene.extraupdate)
8419 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8421 R_DrawModelShadows();
8422 R_ResetViewRendering3D();
8423 // don't let sound skip if going slow
8424 if (r_refdef.scene.extraupdate)
8428 if (cl.csqc_vidvars.drawworld)
8430 if (cl_decals_newsystem.integer)
8432 R_DrawModelDecals();
8433 if (r_timereport_active)
8434 R_TimeReport("modeldecals");
8439 if (r_timereport_active)
8440 R_TimeReport("decals");
8444 if (r_timereport_active)
8445 R_TimeReport("particles");
8448 if (r_timereport_active)
8449 R_TimeReport("explosions");
8451 R_DrawLightningBeams();
8452 if (r_timereport_active)
8453 R_TimeReport("lightning");
8456 VM_CL_AddPolygonsToMeshQueue();
8458 if (r_refdef.view.showdebug)
8460 if (cl_locs_show.integer)
8463 if (r_timereport_active)
8464 R_TimeReport("showlocs");
8467 if (r_drawportals.integer)
8470 if (r_timereport_active)
8471 R_TimeReport("portals");
8474 if (r_showbboxes.value > 0)
8476 R_DrawEntityBBoxes();
8477 if (r_timereport_active)
8478 R_TimeReport("bboxes");
8482 R_MeshQueue_RenderTransparent();
8483 if (r_timereport_active)
8484 R_TimeReport("drawtrans");
8486 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))
8488 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8489 if (r_timereport_active)
8490 R_TimeReport("worlddebug");
8491 R_DrawModelsDebug();
8492 if (r_timereport_active)
8493 R_TimeReport("modeldebug");
8496 if (cl.csqc_vidvars.drawworld)
8498 R_Shadow_DrawCoronas();
8499 if (r_timereport_active)
8500 R_TimeReport("coronas");
8503 // don't let sound skip if going slow
8504 if (r_refdef.scene.extraupdate)
8507 R_ResetViewRendering2D();
8510 static const unsigned short bboxelements[36] =
8520 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8523 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8525 RSurf_ActiveWorldEntity();
8527 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8528 GL_DepthMask(false);
8529 GL_DepthRange(0, 1);
8530 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8531 R_Mesh_ResetTextureState();
8533 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8534 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8535 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8536 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8537 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8538 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8539 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8540 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8541 R_FillColors(color4f, 8, cr, cg, cb, ca);
8542 if (r_refdef.fogenabled)
8544 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8546 f1 = RSurf_FogVertex(v);
8548 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8549 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8550 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8553 R_Mesh_VertexPointer(vertex3f, 0, 0);
8554 R_Mesh_ColorPointer(color4f, 0, 0);
8555 R_Mesh_ResetTextureState();
8556 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8557 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8560 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8564 prvm_edict_t *edict;
8565 prvm_prog_t *prog_save = prog;
8567 // this function draws bounding boxes of server entities
8571 GL_CullFace(GL_NONE);
8572 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8576 for (i = 0;i < numsurfaces;i++)
8578 edict = PRVM_EDICT_NUM(surfacelist[i]);
8579 switch ((int)edict->fields.server->solid)
8581 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8582 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8583 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8584 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8585 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8586 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8588 color[3] *= r_showbboxes.value;
8589 color[3] = bound(0, color[3], 1);
8590 GL_DepthTest(!r_showdisabledepthtest.integer);
8591 GL_CullFace(r_refdef.view.cullface_front);
8592 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8598 static void R_DrawEntityBBoxes(void)
8601 prvm_edict_t *edict;
8603 prvm_prog_t *prog_save = prog;
8605 // this function draws bounding boxes of server entities
8611 for (i = 0;i < prog->num_edicts;i++)
8613 edict = PRVM_EDICT_NUM(i);
8614 if (edict->priv.server->free)
8616 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8617 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8619 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8621 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8622 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8628 static const int nomodelelement3i[24] =
8640 static const unsigned short nomodelelement3s[24] =
8652 static const float nomodelvertex3f[6*3] =
8662 static const float nomodelcolor4f[6*4] =
8664 0.0f, 0.0f, 0.5f, 1.0f,
8665 0.0f, 0.0f, 0.5f, 1.0f,
8666 0.0f, 0.5f, 0.0f, 1.0f,
8667 0.0f, 0.5f, 0.0f, 1.0f,
8668 0.5f, 0.0f, 0.0f, 1.0f,
8669 0.5f, 0.0f, 0.0f, 1.0f
8672 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8678 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);
8680 // this is only called once per entity so numsurfaces is always 1, and
8681 // surfacelist is always {0}, so this code does not handle batches
8683 if (rsurface.ent_flags & RENDER_ADDITIVE)
8685 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8686 GL_DepthMask(false);
8688 else if (rsurface.colormod[3] < 1)
8690 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8691 GL_DepthMask(false);
8695 GL_BlendFunc(GL_ONE, GL_ZERO);
8698 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8699 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8700 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8701 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8702 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8703 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8704 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8705 R_Mesh_ColorPointer(color4f, 0, 0);
8706 for (i = 0, c = color4f;i < 6;i++, c += 4)
8708 c[0] *= rsurface.colormod[0];
8709 c[1] *= rsurface.colormod[1];
8710 c[2] *= rsurface.colormod[2];
8711 c[3] *= rsurface.colormod[3];
8713 if (r_refdef.fogenabled)
8715 for (i = 0, c = color4f;i < 6;i++, c += 4)
8717 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8719 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8720 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8721 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8724 R_Mesh_ResetTextureState();
8725 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8728 void R_DrawNoModel(entity_render_t *ent)
8731 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8732 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8733 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8735 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8738 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8740 vec3_t right1, right2, diff, normal;
8742 VectorSubtract (org2, org1, normal);
8744 // calculate 'right' vector for start
8745 VectorSubtract (r_refdef.view.origin, org1, diff);
8746 CrossProduct (normal, diff, right1);
8747 VectorNormalize (right1);
8749 // calculate 'right' vector for end
8750 VectorSubtract (r_refdef.view.origin, org2, diff);
8751 CrossProduct (normal, diff, right2);
8752 VectorNormalize (right2);
8754 vert[ 0] = org1[0] + width * right1[0];
8755 vert[ 1] = org1[1] + width * right1[1];
8756 vert[ 2] = org1[2] + width * right1[2];
8757 vert[ 3] = org1[0] - width * right1[0];
8758 vert[ 4] = org1[1] - width * right1[1];
8759 vert[ 5] = org1[2] - width * right1[2];
8760 vert[ 6] = org2[0] - width * right2[0];
8761 vert[ 7] = org2[1] - width * right2[1];
8762 vert[ 8] = org2[2] - width * right2[2];
8763 vert[ 9] = org2[0] + width * right2[0];
8764 vert[10] = org2[1] + width * right2[1];
8765 vert[11] = org2[2] + width * right2[2];
8768 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)
8770 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8771 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8772 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8773 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8774 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8775 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8776 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8777 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8778 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8779 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8780 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8781 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8784 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8789 VectorSet(v, x, y, z);
8790 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8791 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8793 if (i == mesh->numvertices)
8795 if (mesh->numvertices < mesh->maxvertices)
8797 VectorCopy(v, vertex3f);
8798 mesh->numvertices++;
8800 return mesh->numvertices;
8806 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8810 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8811 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8812 e = mesh->element3i + mesh->numtriangles * 3;
8813 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8815 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8816 if (mesh->numtriangles < mesh->maxtriangles)
8821 mesh->numtriangles++;
8823 element[1] = element[2];
8827 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8831 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8832 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8833 e = mesh->element3i + mesh->numtriangles * 3;
8834 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8836 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8837 if (mesh->numtriangles < mesh->maxtriangles)
8842 mesh->numtriangles++;
8844 element[1] = element[2];
8848 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8849 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8851 int planenum, planenum2;
8854 mplane_t *plane, *plane2;
8856 double temppoints[2][256*3];
8857 // figure out how large a bounding box we need to properly compute this brush
8859 for (w = 0;w < numplanes;w++)
8860 maxdist = max(maxdist, fabs(planes[w].dist));
8861 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8862 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8863 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8867 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8868 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8870 if (planenum2 == planenum)
8872 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);
8875 if (tempnumpoints < 3)
8877 // generate elements forming a triangle fan for this polygon
8878 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8882 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)
8884 texturelayer_t *layer;
8885 layer = t->currentlayers + t->currentnumlayers++;
8887 layer->depthmask = depthmask;
8888 layer->blendfunc1 = blendfunc1;
8889 layer->blendfunc2 = blendfunc2;
8890 layer->texture = texture;
8891 layer->texmatrix = *matrix;
8892 layer->color[0] = r;
8893 layer->color[1] = g;
8894 layer->color[2] = b;
8895 layer->color[3] = a;
8898 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8901 index = parms[2] + r_refdef.scene.time * parms[3];
8902 index -= floor(index);
8906 case Q3WAVEFUNC_NONE:
8907 case Q3WAVEFUNC_NOISE:
8908 case Q3WAVEFUNC_COUNT:
8911 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8912 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8913 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8914 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8915 case Q3WAVEFUNC_TRIANGLE:
8917 f = index - floor(index);
8928 return (float)(parms[0] + parms[1] * f);
8931 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8936 matrix4x4_t matrix, temp;
8937 switch(tcmod->tcmod)
8941 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8942 matrix = r_waterscrollmatrix;
8944 matrix = identitymatrix;
8946 case Q3TCMOD_ENTITYTRANSLATE:
8947 // this is used in Q3 to allow the gamecode to control texcoord
8948 // scrolling on the entity, which is not supported in darkplaces yet.
8949 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8951 case Q3TCMOD_ROTATE:
8952 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8953 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8954 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8957 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8959 case Q3TCMOD_SCROLL:
8960 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8962 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8963 w = (int) tcmod->parms[0];
8964 h = (int) tcmod->parms[1];
8965 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8967 idx = (int) floor(f * w * h);
8968 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8970 case Q3TCMOD_STRETCH:
8971 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8972 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8974 case Q3TCMOD_TRANSFORM:
8975 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8976 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8977 VectorSet(tcmat + 6, 0 , 0 , 1);
8978 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8979 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8981 case Q3TCMOD_TURBULENT:
8982 // this is handled in the RSurf_PrepareVertices function
8983 matrix = identitymatrix;
8987 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8990 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8992 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8993 char name[MAX_QPATH];
8994 skinframe_t *skinframe;
8995 unsigned char pixels[296*194];
8996 strlcpy(cache->name, skinname, sizeof(cache->name));
8997 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8998 if (developer_loading.integer)
8999 Con_Printf("loading %s\n", name);
9000 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9001 if (!skinframe || !skinframe->base)
9004 fs_offset_t filesize;
9006 f = FS_LoadFile(name, tempmempool, true, &filesize);
9009 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9010 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9014 cache->skinframe = skinframe;
9017 texture_t *R_GetCurrentTexture(texture_t *t)
9020 const entity_render_t *ent = rsurface.entity;
9021 dp_model_t *model = ent->model;
9022 q3shaderinfo_layer_tcmod_t *tcmod;
9024 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9025 return t->currentframe;
9026 t->update_lastrenderframe = r_textureframe;
9027 t->update_lastrenderentity = (void *)ent;
9029 // switch to an alternate material if this is a q1bsp animated material
9031 texture_t *texture = t;
9032 int s = rsurface.ent_skinnum;
9033 if ((unsigned int)s >= (unsigned int)model->numskins)
9035 if (model->skinscenes)
9037 if (model->skinscenes[s].framecount > 1)
9038 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9040 s = model->skinscenes[s].firstframe;
9043 t = t + s * model->num_surfaces;
9046 // use an alternate animation if the entity's frame is not 0,
9047 // and only if the texture has an alternate animation
9048 if (rsurface.ent_alttextures && t->anim_total[1])
9049 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9051 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9053 texture->currentframe = t;
9056 // update currentskinframe to be a qw skin or animation frame
9057 if (rsurface.ent_qwskin >= 0)
9059 i = rsurface.ent_qwskin;
9060 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9062 r_qwskincache_size = cl.maxclients;
9064 Mem_Free(r_qwskincache);
9065 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9067 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9068 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9069 t->currentskinframe = r_qwskincache[i].skinframe;
9070 if (t->currentskinframe == NULL)
9071 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9073 else if (t->numskinframes >= 2)
9074 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9075 if (t->backgroundnumskinframes >= 2)
9076 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9078 t->currentmaterialflags = t->basematerialflags;
9079 t->currentalpha = rsurface.colormod[3];
9080 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9081 t->currentalpha *= r_wateralpha.value;
9082 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9083 t->currentalpha *= t->r_water_wateralpha;
9084 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9085 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9086 if (!(rsurface.ent_flags & RENDER_LIGHT))
9087 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9088 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9090 // pick a model lighting mode
9091 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9092 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9094 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9096 if (rsurface.ent_flags & RENDER_ADDITIVE)
9097 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9098 else if (t->currentalpha < 1)
9099 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9100 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9101 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9102 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9103 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9104 if (t->backgroundnumskinframes)
9105 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9106 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9108 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9109 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9112 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9113 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9114 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9116 // there is no tcmod
9117 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9119 t->currenttexmatrix = r_waterscrollmatrix;
9120 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9122 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9124 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9125 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9128 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9129 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9130 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9131 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9133 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9134 if (t->currentskinframe->qpixels)
9135 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9136 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9137 if (!t->basetexture)
9138 t->basetexture = r_texture_notexture;
9139 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9140 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9141 t->nmaptexture = t->currentskinframe->nmap;
9142 if (!t->nmaptexture)
9143 t->nmaptexture = r_texture_blanknormalmap;
9144 t->glosstexture = r_texture_black;
9145 t->glowtexture = t->currentskinframe->glow;
9146 t->fogtexture = t->currentskinframe->fog;
9147 t->reflectmasktexture = t->currentskinframe->reflect;
9148 if (t->backgroundnumskinframes)
9150 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9151 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9152 t->backgroundglosstexture = r_texture_black;
9153 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9154 if (!t->backgroundnmaptexture)
9155 t->backgroundnmaptexture = r_texture_blanknormalmap;
9159 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9160 t->backgroundnmaptexture = r_texture_blanknormalmap;
9161 t->backgroundglosstexture = r_texture_black;
9162 t->backgroundglowtexture = NULL;
9164 t->specularpower = r_shadow_glossexponent.value;
9165 // TODO: store reference values for these in the texture?
9166 t->specularscale = 0;
9167 if (r_shadow_gloss.integer > 0)
9169 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9171 if (r_shadow_glossintensity.value > 0)
9173 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9174 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9175 t->specularscale = r_shadow_glossintensity.value;
9178 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9180 t->glosstexture = r_texture_white;
9181 t->backgroundglosstexture = r_texture_white;
9182 t->specularscale = r_shadow_gloss2intensity.value;
9183 t->specularpower = r_shadow_gloss2exponent.value;
9186 t->specularscale *= t->specularscalemod;
9187 t->specularpower *= t->specularpowermod;
9189 // lightmaps mode looks bad with dlights using actual texturing, so turn
9190 // off the colormap and glossmap, but leave the normalmap on as it still
9191 // accurately represents the shading involved
9192 if (gl_lightmaps.integer)
9194 t->basetexture = r_texture_grey128;
9195 t->pantstexture = r_texture_black;
9196 t->shirttexture = r_texture_black;
9197 t->nmaptexture = r_texture_blanknormalmap;
9198 t->glosstexture = r_texture_black;
9199 t->glowtexture = NULL;
9200 t->fogtexture = NULL;
9201 t->reflectmasktexture = NULL;
9202 t->backgroundbasetexture = NULL;
9203 t->backgroundnmaptexture = r_texture_blanknormalmap;
9204 t->backgroundglosstexture = r_texture_black;
9205 t->backgroundglowtexture = NULL;
9206 t->specularscale = 0;
9207 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9210 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9211 VectorClear(t->dlightcolor);
9212 t->currentnumlayers = 0;
9213 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9215 int blendfunc1, blendfunc2;
9217 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9219 blendfunc1 = GL_SRC_ALPHA;
9220 blendfunc2 = GL_ONE;
9222 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9224 blendfunc1 = GL_SRC_ALPHA;
9225 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9227 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9229 blendfunc1 = t->customblendfunc[0];
9230 blendfunc2 = t->customblendfunc[1];
9234 blendfunc1 = GL_ONE;
9235 blendfunc2 = GL_ZERO;
9237 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9238 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9240 // fullbright is not affected by r_refdef.lightmapintensity
9241 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]);
9242 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9243 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]);
9244 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9245 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]);
9249 vec3_t ambientcolor;
9251 // set the color tint used for lights affecting this surface
9252 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9254 // q3bsp has no lightmap updates, so the lightstylevalue that
9255 // would normally be baked into the lightmap must be
9256 // applied to the color
9257 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9258 if (model->type == mod_brushq3)
9259 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9260 colorscale *= r_refdef.lightmapintensity;
9261 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9262 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9263 // basic lit geometry
9264 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]);
9265 // add pants/shirt if needed
9266 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9267 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]);
9268 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9269 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]);
9270 // now add ambient passes if needed
9271 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9273 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]);
9274 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9275 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]);
9276 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9277 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]);
9280 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9281 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]);
9282 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9284 // if this is opaque use alpha blend which will darken the earlier
9287 // if this is an alpha blended material, all the earlier passes
9288 // were darkened by fog already, so we only need to add the fog
9289 // color ontop through the fog mask texture
9291 // if this is an additive blended material, all the earlier passes
9292 // were darkened by fog already, and we should not add fog color
9293 // (because the background was not darkened, there is no fog color
9294 // that was lost behind it).
9295 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]);
9299 return t->currentframe;
9302 rsurfacestate_t rsurface;
9304 void R_Mesh_ResizeArrays(int newvertices)
9307 if (rsurface.array_size >= newvertices)
9309 if (rsurface.array_modelvertex3f)
9310 Mem_Free(rsurface.array_modelvertex3f);
9311 rsurface.array_size = (newvertices + 1023) & ~1023;
9312 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9313 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9314 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9315 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9316 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9317 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9318 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9319 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9320 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9321 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9322 rsurface.array_color4f = base + rsurface.array_size * 27;
9323 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9326 void RSurf_ActiveWorldEntity(void)
9328 dp_model_t *model = r_refdef.scene.worldmodel;
9329 //if (rsurface.entity == r_refdef.scene.worldentity)
9331 rsurface.entity = r_refdef.scene.worldentity;
9332 rsurface.skeleton = NULL;
9333 rsurface.ent_skinnum = 0;
9334 rsurface.ent_qwskin = -1;
9335 rsurface.ent_shadertime = 0;
9336 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9337 if (rsurface.array_size < model->surfmesh.num_vertices)
9338 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9339 rsurface.matrix = identitymatrix;
9340 rsurface.inversematrix = identitymatrix;
9341 rsurface.matrixscale = 1;
9342 rsurface.inversematrixscale = 1;
9343 R_EntityMatrix(&identitymatrix);
9344 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9345 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9346 rsurface.fograngerecip = r_refdef.fograngerecip;
9347 rsurface.fogheightfade = r_refdef.fogheightfade;
9348 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9349 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9350 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9351 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9352 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9353 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9354 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9355 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9356 rsurface.colormod[3] = 1;
9357 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);
9358 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9359 rsurface.frameblend[0].lerp = 1;
9360 rsurface.ent_alttextures = false;
9361 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9362 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9363 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9364 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9365 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9366 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9367 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9368 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9369 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9370 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9371 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9372 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9373 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9374 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9375 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9376 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9377 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9378 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9379 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9380 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9381 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9382 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9383 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9384 rsurface.modelelement3i = model->surfmesh.data_element3i;
9385 rsurface.modelelement3s = model->surfmesh.data_element3s;
9386 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9387 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9388 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9389 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9390 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9391 rsurface.modelsurfaces = model->data_surfaces;
9392 rsurface.generatedvertex = false;
9393 rsurface.vertex3f = rsurface.modelvertex3f;
9394 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9395 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9396 rsurface.svector3f = rsurface.modelsvector3f;
9397 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9398 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9399 rsurface.tvector3f = rsurface.modeltvector3f;
9400 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9401 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9402 rsurface.normal3f = rsurface.modelnormal3f;
9403 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9404 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9405 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9408 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9410 dp_model_t *model = ent->model;
9411 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9413 rsurface.entity = (entity_render_t *)ent;
9414 rsurface.skeleton = ent->skeleton;
9415 rsurface.ent_skinnum = ent->skinnum;
9416 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;
9417 rsurface.ent_shadertime = ent->shadertime;
9418 rsurface.ent_flags = ent->flags;
9419 if (rsurface.array_size < model->surfmesh.num_vertices)
9420 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9421 rsurface.matrix = ent->matrix;
9422 rsurface.inversematrix = ent->inversematrix;
9423 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9424 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9425 R_EntityMatrix(&rsurface.matrix);
9426 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9427 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9428 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9429 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9430 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9431 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9432 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9433 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9434 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9435 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9436 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9437 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9438 rsurface.colormod[3] = ent->alpha;
9439 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9440 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9441 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9442 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9443 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9444 if (ent->model->brush.submodel && !prepass)
9446 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9447 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9449 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9451 if (ent->animcache_vertex3f && !r_framedata_failed)
9453 rsurface.modelvertex3f = ent->animcache_vertex3f;
9454 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9455 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9456 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9458 else if (wanttangents)
9460 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9461 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9462 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9463 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9464 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9466 else if (wantnormals)
9468 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9469 rsurface.modelsvector3f = NULL;
9470 rsurface.modeltvector3f = NULL;
9471 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9472 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9476 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9477 rsurface.modelsvector3f = NULL;
9478 rsurface.modeltvector3f = NULL;
9479 rsurface.modelnormal3f = NULL;
9480 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9482 rsurface.modelvertex3f_bufferobject = 0;
9483 rsurface.modelvertex3f_bufferoffset = 0;
9484 rsurface.modelsvector3f_bufferobject = 0;
9485 rsurface.modelsvector3f_bufferoffset = 0;
9486 rsurface.modeltvector3f_bufferobject = 0;
9487 rsurface.modeltvector3f_bufferoffset = 0;
9488 rsurface.modelnormal3f_bufferobject = 0;
9489 rsurface.modelnormal3f_bufferoffset = 0;
9490 rsurface.generatedvertex = true;
9494 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9495 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9496 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9497 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9498 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9499 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9500 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9501 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9502 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9503 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9504 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9505 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9506 rsurface.generatedvertex = false;
9508 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9509 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9510 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9511 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9512 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9513 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9514 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9515 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9516 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9517 rsurface.modelelement3i = model->surfmesh.data_element3i;
9518 rsurface.modelelement3s = model->surfmesh.data_element3s;
9519 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9520 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9521 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9522 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9523 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9524 rsurface.modelsurfaces = model->data_surfaces;
9525 rsurface.vertex3f = rsurface.modelvertex3f;
9526 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9527 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9528 rsurface.svector3f = rsurface.modelsvector3f;
9529 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9530 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9531 rsurface.tvector3f = rsurface.modeltvector3f;
9532 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9533 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9534 rsurface.normal3f = rsurface.modelnormal3f;
9535 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9536 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9537 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9540 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)
9542 rsurface.entity = r_refdef.scene.worldentity;
9543 rsurface.skeleton = NULL;
9544 rsurface.ent_skinnum = 0;
9545 rsurface.ent_qwskin = -1;
9546 rsurface.ent_shadertime = shadertime;
9547 rsurface.ent_flags = entflags;
9548 rsurface.modelnum_vertices = numvertices;
9549 rsurface.modelnum_triangles = numtriangles;
9550 if (rsurface.array_size < rsurface.modelnum_vertices)
9551 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9552 rsurface.matrix = *matrix;
9553 rsurface.inversematrix = *inversematrix;
9554 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9555 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9556 R_EntityMatrix(&rsurface.matrix);
9557 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9558 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9559 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9560 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9561 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9562 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9563 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9564 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9565 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9566 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9567 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9568 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9569 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);
9570 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9571 rsurface.frameblend[0].lerp = 1;
9572 rsurface.ent_alttextures = false;
9573 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9574 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9577 rsurface.modelvertex3f = vertex3f;
9578 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9579 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9580 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9582 else if (wantnormals)
9584 rsurface.modelvertex3f = vertex3f;
9585 rsurface.modelsvector3f = NULL;
9586 rsurface.modeltvector3f = NULL;
9587 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9591 rsurface.modelvertex3f = vertex3f;
9592 rsurface.modelsvector3f = NULL;
9593 rsurface.modeltvector3f = NULL;
9594 rsurface.modelnormal3f = NULL;
9596 rsurface.modelvertex3f_bufferobject = 0;
9597 rsurface.modelvertex3f_bufferoffset = 0;
9598 rsurface.modelsvector3f_bufferobject = 0;
9599 rsurface.modelsvector3f_bufferoffset = 0;
9600 rsurface.modeltvector3f_bufferobject = 0;
9601 rsurface.modeltvector3f_bufferoffset = 0;
9602 rsurface.modelnormal3f_bufferobject = 0;
9603 rsurface.modelnormal3f_bufferoffset = 0;
9604 rsurface.generatedvertex = true;
9605 rsurface.modellightmapcolor4f = color4f;
9606 rsurface.modellightmapcolor4f_bufferobject = 0;
9607 rsurface.modellightmapcolor4f_bufferoffset = 0;
9608 rsurface.modeltexcoordtexture2f = texcoord2f;
9609 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9610 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9611 rsurface.modeltexcoordlightmap2f = NULL;
9612 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9613 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9614 rsurface.modelelement3i = element3i;
9615 rsurface.modelelement3s = element3s;
9616 rsurface.modelelement3i_bufferobject = 0;
9617 rsurface.modelelement3s_bufferobject = 0;
9618 rsurface.modellightmapoffsets = NULL;
9619 rsurface.modelsurfaces = NULL;
9620 rsurface.vertex3f = rsurface.modelvertex3f;
9621 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9622 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9623 rsurface.svector3f = rsurface.modelsvector3f;
9624 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9625 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9626 rsurface.tvector3f = rsurface.modeltvector3f;
9627 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9628 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9629 rsurface.normal3f = rsurface.modelnormal3f;
9630 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9631 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9632 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9634 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9636 if ((wantnormals || wanttangents) && !normal3f)
9637 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9638 if (wanttangents && !svector3f)
9639 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9643 float RSurf_FogPoint(const float *v)
9645 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9646 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9647 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9648 float FogHeightFade = r_refdef.fogheightfade;
9650 unsigned int fogmasktableindex;
9651 if (r_refdef.fogplaneviewabove)
9652 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9654 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9655 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9656 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9659 float RSurf_FogVertex(const float *v)
9661 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9662 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9663 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9664 float FogHeightFade = rsurface.fogheightfade;
9666 unsigned int fogmasktableindex;
9667 if (r_refdef.fogplaneviewabove)
9668 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9670 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9671 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9672 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9675 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9676 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9679 int texturesurfaceindex;
9684 const float *v1, *in_tc;
9686 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9688 q3shaderinfo_deform_t *deform;
9689 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9690 if (rsurface.generatedvertex)
9692 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9693 generatenormals = true;
9694 for (i = 0;i < Q3MAXDEFORMS;i++)
9696 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9698 generatetangents = true;
9699 generatenormals = true;
9701 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9702 generatenormals = true;
9704 if (generatenormals && !rsurface.modelnormal3f)
9706 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9707 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9708 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9709 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9711 if (generatetangents && !rsurface.modelsvector3f)
9713 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9714 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9715 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9716 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9717 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9718 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9719 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9722 rsurface.vertex3f = rsurface.modelvertex3f;
9723 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9724 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9725 rsurface.svector3f = rsurface.modelsvector3f;
9726 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9727 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9728 rsurface.tvector3f = rsurface.modeltvector3f;
9729 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9730 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9731 rsurface.normal3f = rsurface.modelnormal3f;
9732 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9733 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9734 // if vertices are deformed (sprite flares and things in maps, possibly
9735 // water waves, bulges and other deformations), generate them into
9736 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9737 // (may be static model data or generated data for an animated model, or
9738 // the previous deform pass)
9739 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9741 switch (deform->deform)
9744 case Q3DEFORM_PROJECTIONSHADOW:
9745 case Q3DEFORM_TEXT0:
9746 case Q3DEFORM_TEXT1:
9747 case Q3DEFORM_TEXT2:
9748 case Q3DEFORM_TEXT3:
9749 case Q3DEFORM_TEXT4:
9750 case Q3DEFORM_TEXT5:
9751 case Q3DEFORM_TEXT6:
9752 case Q3DEFORM_TEXT7:
9755 case Q3DEFORM_AUTOSPRITE:
9756 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9757 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9758 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9759 VectorNormalize(newforward);
9760 VectorNormalize(newright);
9761 VectorNormalize(newup);
9762 // make deformed versions of only the model vertices used by the specified surfaces
9763 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9765 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9766 // a single autosprite surface can contain multiple sprites...
9767 for (j = 0;j < surface->num_vertices - 3;j += 4)
9769 VectorClear(center);
9770 for (i = 0;i < 4;i++)
9771 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9772 VectorScale(center, 0.25f, center);
9773 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9774 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9775 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9776 for (i = 0;i < 4;i++)
9778 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9779 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9782 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9783 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9785 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9786 rsurface.vertex3f_bufferobject = 0;
9787 rsurface.vertex3f_bufferoffset = 0;
9788 rsurface.svector3f = rsurface.array_deformedsvector3f;
9789 rsurface.svector3f_bufferobject = 0;
9790 rsurface.svector3f_bufferoffset = 0;
9791 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9792 rsurface.tvector3f_bufferobject = 0;
9793 rsurface.tvector3f_bufferoffset = 0;
9794 rsurface.normal3f = rsurface.array_deformednormal3f;
9795 rsurface.normal3f_bufferobject = 0;
9796 rsurface.normal3f_bufferoffset = 0;
9798 case Q3DEFORM_AUTOSPRITE2:
9799 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9800 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9801 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9802 VectorNormalize(newforward);
9803 VectorNormalize(newright);
9804 VectorNormalize(newup);
9805 // make deformed versions of only the model vertices used by the specified surfaces
9806 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9808 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9809 const float *v1, *v2;
9819 memset(shortest, 0, sizeof(shortest));
9820 // a single autosprite surface can contain multiple sprites...
9821 for (j = 0;j < surface->num_vertices - 3;j += 4)
9823 VectorClear(center);
9824 for (i = 0;i < 4;i++)
9825 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9826 VectorScale(center, 0.25f, center);
9827 // find the two shortest edges, then use them to define the
9828 // axis vectors for rotating around the central axis
9829 for (i = 0;i < 6;i++)
9831 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9832 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9834 Debug_PolygonBegin(NULL, 0);
9835 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9836 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9837 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9840 l = VectorDistance2(v1, v2);
9841 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9843 l += (1.0f / 1024.0f);
9844 if (shortest[0].length2 > l || i == 0)
9846 shortest[1] = shortest[0];
9847 shortest[0].length2 = l;
9848 shortest[0].v1 = v1;
9849 shortest[0].v2 = v2;
9851 else if (shortest[1].length2 > l || i == 1)
9853 shortest[1].length2 = l;
9854 shortest[1].v1 = v1;
9855 shortest[1].v2 = v2;
9858 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9859 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9861 Debug_PolygonBegin(NULL, 0);
9862 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9863 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9864 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9867 // this calculates the right vector from the shortest edge
9868 // and the up vector from the edge midpoints
9869 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9870 VectorNormalize(right);
9871 VectorSubtract(end, start, up);
9872 VectorNormalize(up);
9873 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9874 VectorSubtract(rsurface.localvieworigin, center, forward);
9875 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9876 VectorNegate(forward, forward);
9877 VectorReflect(forward, 0, up, forward);
9878 VectorNormalize(forward);
9879 CrossProduct(up, forward, newright);
9880 VectorNormalize(newright);
9882 Debug_PolygonBegin(NULL, 0);
9883 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9884 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9885 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9889 Debug_PolygonBegin(NULL, 0);
9890 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9891 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9892 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9895 // rotate the quad around the up axis vector, this is made
9896 // especially easy by the fact we know the quad is flat,
9897 // so we only have to subtract the center position and
9898 // measure distance along the right vector, and then
9899 // multiply that by the newright vector and add back the
9901 // we also need to subtract the old position to undo the
9902 // displacement from the center, which we do with a
9903 // DotProduct, the subtraction/addition of center is also
9904 // optimized into DotProducts here
9905 l = DotProduct(right, center);
9906 for (i = 0;i < 4;i++)
9908 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9909 f = DotProduct(right, v1) - l;
9910 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9913 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9914 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9916 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9917 rsurface.vertex3f_bufferobject = 0;
9918 rsurface.vertex3f_bufferoffset = 0;
9919 rsurface.svector3f = rsurface.array_deformedsvector3f;
9920 rsurface.svector3f_bufferobject = 0;
9921 rsurface.svector3f_bufferoffset = 0;
9922 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9923 rsurface.tvector3f_bufferobject = 0;
9924 rsurface.tvector3f_bufferoffset = 0;
9925 rsurface.normal3f = rsurface.array_deformednormal3f;
9926 rsurface.normal3f_bufferobject = 0;
9927 rsurface.normal3f_bufferoffset = 0;
9929 case Q3DEFORM_NORMAL:
9930 // deform the normals to make reflections wavey
9931 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9933 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9934 for (j = 0;j < surface->num_vertices;j++)
9937 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9938 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9939 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9940 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9941 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9942 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9943 VectorNormalize(normal);
9945 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9947 rsurface.svector3f = rsurface.array_deformedsvector3f;
9948 rsurface.svector3f_bufferobject = 0;
9949 rsurface.svector3f_bufferoffset = 0;
9950 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9951 rsurface.tvector3f_bufferobject = 0;
9952 rsurface.tvector3f_bufferoffset = 0;
9953 rsurface.normal3f = rsurface.array_deformednormal3f;
9954 rsurface.normal3f_bufferobject = 0;
9955 rsurface.normal3f_bufferoffset = 0;
9958 // deform vertex array to make wavey water and flags and such
9959 waveparms[0] = deform->waveparms[0];
9960 waveparms[1] = deform->waveparms[1];
9961 waveparms[2] = deform->waveparms[2];
9962 waveparms[3] = deform->waveparms[3];
9963 // this is how a divisor of vertex influence on deformation
9964 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9965 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9966 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9968 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9969 for (j = 0;j < surface->num_vertices;j++)
9971 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9972 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9973 // if the wavefunc depends on time, evaluate it per-vertex
9976 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9977 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9979 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9982 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9983 rsurface.vertex3f_bufferobject = 0;
9984 rsurface.vertex3f_bufferoffset = 0;
9986 case Q3DEFORM_BULGE:
9987 // deform vertex array to make the surface have moving bulges
9988 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9990 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9991 for (j = 0;j < surface->num_vertices;j++)
9993 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9994 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9997 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9998 rsurface.vertex3f_bufferobject = 0;
9999 rsurface.vertex3f_bufferoffset = 0;
10001 case Q3DEFORM_MOVE:
10002 // deform vertex array
10003 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10004 VectorScale(deform->parms, scale, waveparms);
10005 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10007 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10008 for (j = 0;j < surface->num_vertices;j++)
10009 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10011 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10012 rsurface.vertex3f_bufferobject = 0;
10013 rsurface.vertex3f_bufferoffset = 0;
10017 // generate texcoords based on the chosen texcoord source
10018 switch(rsurface.texture->tcgen.tcgen)
10021 case Q3TCGEN_TEXTURE:
10022 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10023 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10024 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10026 case Q3TCGEN_LIGHTMAP:
10027 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10028 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10029 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10031 case Q3TCGEN_VECTOR:
10032 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10034 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10035 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10037 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10038 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10041 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10042 rsurface.texcoordtexture2f_bufferobject = 0;
10043 rsurface.texcoordtexture2f_bufferoffset = 0;
10045 case Q3TCGEN_ENVIRONMENT:
10046 // make environment reflections using a spheremap
10047 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10049 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10050 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10051 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10052 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10053 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10055 // identical to Q3A's method, but executed in worldspace so
10056 // carried models can be shiny too
10058 float viewer[3], d, reflected[3], worldreflected[3];
10060 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10061 // VectorNormalize(viewer);
10063 d = DotProduct(normal, viewer);
10065 reflected[0] = normal[0]*2*d - viewer[0];
10066 reflected[1] = normal[1]*2*d - viewer[1];
10067 reflected[2] = normal[2]*2*d - viewer[2];
10068 // note: this is proportinal to viewer, so we can normalize later
10070 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10071 VectorNormalize(worldreflected);
10073 // note: this sphere map only uses world x and z!
10074 // so positive and negative y will LOOK THE SAME.
10075 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10076 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10079 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10080 rsurface.texcoordtexture2f_bufferobject = 0;
10081 rsurface.texcoordtexture2f_bufferoffset = 0;
10084 // the only tcmod that needs software vertex processing is turbulent, so
10085 // check for it here and apply the changes if needed
10086 // and we only support that as the first one
10087 // (handling a mixture of turbulent and other tcmods would be problematic
10088 // without punting it entirely to a software path)
10089 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10091 amplitude = rsurface.texture->tcmods[0].parms[1];
10092 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10093 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10095 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10096 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10098 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10099 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10102 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10103 rsurface.texcoordtexture2f_bufferobject = 0;
10104 rsurface.texcoordtexture2f_bufferoffset = 0;
10106 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10107 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10108 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10109 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10112 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10115 const msurface_t *surface = texturesurfacelist[0];
10116 const msurface_t *surface2;
10121 // TODO: lock all array ranges before render, rather than on each surface
10122 if (texturenumsurfaces == 1)
10123 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10124 else if (r_batchmode.integer == 2)
10126 #define MAXBATCHTRIANGLES 4096
10127 int batchtriangles = 0;
10128 static int batchelements[MAXBATCHTRIANGLES*3];
10129 for (i = 0;i < texturenumsurfaces;i = j)
10131 surface = texturesurfacelist[i];
10133 if (surface->num_triangles > MAXBATCHTRIANGLES)
10135 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10138 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10139 batchtriangles = surface->num_triangles;
10140 firstvertex = surface->num_firstvertex;
10141 endvertex = surface->num_firstvertex + surface->num_vertices;
10142 for (;j < texturenumsurfaces;j++)
10144 surface2 = texturesurfacelist[j];
10145 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10147 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10148 batchtriangles += surface2->num_triangles;
10149 firstvertex = min(firstvertex, surface2->num_firstvertex);
10150 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10152 surface2 = texturesurfacelist[j-1];
10153 numvertices = endvertex - firstvertex;
10154 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10157 else if (r_batchmode.integer == 1)
10159 for (i = 0;i < texturenumsurfaces;i = j)
10161 surface = texturesurfacelist[i];
10162 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10163 if (texturesurfacelist[j] != surface2)
10165 surface2 = texturesurfacelist[j-1];
10166 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10167 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10168 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10173 for (i = 0;i < texturenumsurfaces;i++)
10175 surface = texturesurfacelist[i];
10176 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10181 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10183 switch(vid.renderpath)
10185 case RENDERPATH_CGGL:
10187 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10188 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10191 case RENDERPATH_GL20:
10192 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10193 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10195 case RENDERPATH_GL13:
10196 case RENDERPATH_GL11:
10197 R_Mesh_TexBind(0, surface->lightmaptexture);
10202 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10204 // pick the closest matching water plane and bind textures
10205 int planeindex, vertexindex;
10209 r_waterstate_waterplane_t *p, *bestp;
10212 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10215 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10217 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10218 d += fabs(PlaneDiff(vert, &p->plane));
10220 if (bestd > d || !bestp)
10226 switch(vid.renderpath)
10228 case RENDERPATH_CGGL:
10230 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10231 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10234 case RENDERPATH_GL20:
10235 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10236 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10238 case RENDERPATH_GL13:
10239 case RENDERPATH_GL11:
10244 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10247 const msurface_t *surface;
10248 if (r_waterstate.renderingscene)
10250 for (i = 0;i < texturenumsurfaces;i++)
10252 surface = texturesurfacelist[i];
10253 RSurf_BindLightmapForSurface(surface);
10254 RSurf_BindReflectionForSurface(surface);
10255 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10259 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10263 const msurface_t *surface = texturesurfacelist[0];
10264 const msurface_t *surface2;
10269 if (texturenumsurfaces == 1)
10271 RSurf_BindLightmapForSurface(surface);
10272 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10274 else if (r_batchmode.integer == 2)
10276 #define MAXBATCHTRIANGLES 4096
10277 int batchtriangles = 0;
10278 static int batchelements[MAXBATCHTRIANGLES*3];
10279 for (i = 0;i < texturenumsurfaces;i = j)
10281 surface = texturesurfacelist[i];
10282 RSurf_BindLightmapForSurface(surface);
10284 if (surface->num_triangles > MAXBATCHTRIANGLES)
10286 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10289 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10290 batchtriangles = surface->num_triangles;
10291 firstvertex = surface->num_firstvertex;
10292 endvertex = surface->num_firstvertex + surface->num_vertices;
10293 for (;j < texturenumsurfaces;j++)
10295 surface2 = texturesurfacelist[j];
10296 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10298 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10299 batchtriangles += surface2->num_triangles;
10300 firstvertex = min(firstvertex, surface2->num_firstvertex);
10301 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10303 surface2 = texturesurfacelist[j-1];
10304 numvertices = endvertex - firstvertex;
10305 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10308 else if (r_batchmode.integer == 1)
10311 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10312 for (i = 0;i < texturenumsurfaces;i = j)
10314 surface = texturesurfacelist[i];
10315 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10316 if (texturesurfacelist[j] != surface2)
10318 Con_Printf(" %i", j - i);
10321 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10323 for (i = 0;i < texturenumsurfaces;i = j)
10325 surface = texturesurfacelist[i];
10326 RSurf_BindLightmapForSurface(surface);
10327 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10328 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10331 Con_Printf(" %i", j - i);
10333 surface2 = texturesurfacelist[j-1];
10334 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10335 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10336 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10344 for (i = 0;i < texturenumsurfaces;i++)
10346 surface = texturesurfacelist[i];
10347 RSurf_BindLightmapForSurface(surface);
10348 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10353 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10356 int texturesurfaceindex;
10357 if (r_showsurfaces.integer == 2)
10359 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10361 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10362 for (j = 0;j < surface->num_triangles;j++)
10364 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10365 GL_Color(f, f, f, 1);
10366 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10372 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10374 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10375 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10376 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10377 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10382 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10384 int texturesurfaceindex;
10388 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10390 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10391 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10399 rsurface.lightmapcolor4f = rsurface.array_color4f;
10400 rsurface.lightmapcolor4f_bufferobject = 0;
10401 rsurface.lightmapcolor4f_bufferoffset = 0;
10404 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10406 int texturesurfaceindex;
10412 if (rsurface.lightmapcolor4f)
10414 // generate color arrays for the surfaces in this list
10415 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10417 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10418 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10420 f = RSurf_FogVertex(v);
10430 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10432 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10433 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10435 f = RSurf_FogVertex(v);
10443 rsurface.lightmapcolor4f = rsurface.array_color4f;
10444 rsurface.lightmapcolor4f_bufferobject = 0;
10445 rsurface.lightmapcolor4f_bufferoffset = 0;
10448 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10450 int texturesurfaceindex;
10456 if (!rsurface.lightmapcolor4f)
10458 // generate color arrays for the surfaces in this list
10459 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10461 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10462 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10464 f = RSurf_FogVertex(v);
10465 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10466 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10467 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10471 rsurface.lightmapcolor4f = rsurface.array_color4f;
10472 rsurface.lightmapcolor4f_bufferobject = 0;
10473 rsurface.lightmapcolor4f_bufferoffset = 0;
10476 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10478 int texturesurfaceindex;
10482 if (!rsurface.lightmapcolor4f)
10484 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10486 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10487 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10495 rsurface.lightmapcolor4f = rsurface.array_color4f;
10496 rsurface.lightmapcolor4f_bufferobject = 0;
10497 rsurface.lightmapcolor4f_bufferoffset = 0;
10500 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10502 int texturesurfaceindex;
10506 if (!rsurface.lightmapcolor4f)
10508 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10510 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10511 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10513 c2[0] = c[0] + r_refdef.scene.ambient;
10514 c2[1] = c[1] + r_refdef.scene.ambient;
10515 c2[2] = c[2] + r_refdef.scene.ambient;
10519 rsurface.lightmapcolor4f = rsurface.array_color4f;
10520 rsurface.lightmapcolor4f_bufferobject = 0;
10521 rsurface.lightmapcolor4f_bufferoffset = 0;
10524 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10527 rsurface.lightmapcolor4f = NULL;
10528 rsurface.lightmapcolor4f_bufferobject = 0;
10529 rsurface.lightmapcolor4f_bufferoffset = 0;
10530 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10531 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10532 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10533 GL_Color(r, g, b, a);
10534 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10537 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10539 // TODO: optimize applyfog && applycolor case
10540 // just apply fog if necessary, and tint the fog color array if necessary
10541 rsurface.lightmapcolor4f = NULL;
10542 rsurface.lightmapcolor4f_bufferobject = 0;
10543 rsurface.lightmapcolor4f_bufferoffset = 0;
10544 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10545 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10546 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10547 GL_Color(r, g, b, a);
10548 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10551 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10553 int texturesurfaceindex;
10557 if (texturesurfacelist[0]->lightmapinfo)
10559 // generate color arrays for the surfaces in this list
10560 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10562 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10563 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10565 if (surface->lightmapinfo->samples)
10567 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10568 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10569 VectorScale(lm, scale, c);
10570 if (surface->lightmapinfo->styles[1] != 255)
10572 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10574 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10575 VectorMA(c, scale, lm, c);
10576 if (surface->lightmapinfo->styles[2] != 255)
10579 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10580 VectorMA(c, scale, lm, c);
10581 if (surface->lightmapinfo->styles[3] != 255)
10584 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10585 VectorMA(c, scale, lm, c);
10595 rsurface.lightmapcolor4f = rsurface.array_color4f;
10596 rsurface.lightmapcolor4f_bufferobject = 0;
10597 rsurface.lightmapcolor4f_bufferoffset = 0;
10601 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10602 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10603 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10605 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10606 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10607 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10608 GL_Color(r, g, b, a);
10609 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10612 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10614 int texturesurfaceindex;
10621 vec3_t ambientcolor;
10622 vec3_t diffusecolor;
10626 VectorCopy(rsurface.modellight_lightdir, lightdir);
10627 f = 0.5f * r_refdef.lightmapintensity;
10628 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10629 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10630 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10631 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10632 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10633 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10635 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10637 // generate color arrays for the surfaces in this list
10638 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10640 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10641 int numverts = surface->num_vertices;
10642 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10643 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10644 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10645 // q3-style directional shading
10646 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10648 if ((f = DotProduct(n, lightdir)) > 0)
10649 VectorMA(ambientcolor, f, diffusecolor, c);
10651 VectorCopy(ambientcolor, c);
10659 rsurface.lightmapcolor4f = rsurface.array_color4f;
10660 rsurface.lightmapcolor4f_bufferobject = 0;
10661 rsurface.lightmapcolor4f_bufferoffset = 0;
10662 *applycolor = false;
10666 *r = ambientcolor[0];
10667 *g = ambientcolor[1];
10668 *b = ambientcolor[2];
10669 rsurface.lightmapcolor4f = NULL;
10670 rsurface.lightmapcolor4f_bufferobject = 0;
10671 rsurface.lightmapcolor4f_bufferoffset = 0;
10675 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10677 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10678 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10679 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10680 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10681 GL_Color(r, g, b, a);
10682 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10685 void RSurf_SetupDepthAndCulling(void)
10687 // submodels are biased to avoid z-fighting with world surfaces that they
10688 // may be exactly overlapping (avoids z-fighting artifacts on certain
10689 // doors and things in Quake maps)
10690 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10691 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10692 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10693 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10696 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10698 // transparent sky would be ridiculous
10699 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10701 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10702 skyrenderlater = true;
10703 RSurf_SetupDepthAndCulling();
10704 GL_DepthMask(true);
10705 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10706 // skymasking on them, and Quake3 never did sky masking (unlike
10707 // software Quake and software Quake2), so disable the sky masking
10708 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10709 // and skymasking also looks very bad when noclipping outside the
10710 // level, so don't use it then either.
10711 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10713 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10714 R_Mesh_ColorPointer(NULL, 0, 0);
10715 R_Mesh_ResetTextureState();
10716 if (skyrendermasked)
10718 R_SetupShader_DepthOrShadow();
10719 // depth-only (masking)
10720 GL_ColorMask(0,0,0,0);
10721 // just to make sure that braindead drivers don't draw
10722 // anything despite that colormask...
10723 GL_BlendFunc(GL_ZERO, GL_ONE);
10727 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10729 GL_BlendFunc(GL_ONE, GL_ZERO);
10731 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10732 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10733 if (skyrendermasked)
10734 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10736 R_Mesh_ResetTextureState();
10737 GL_Color(1, 1, 1, 1);
10740 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10741 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10742 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10744 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10746 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10749 // render screenspace normalmap to texture
10750 GL_DepthMask(true);
10751 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10752 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10754 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10756 // render water or distortion background, then blend surface on top
10757 GL_DepthMask(true);
10758 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10759 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10760 GL_DepthMask(false);
10761 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10762 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10763 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10765 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10769 // render surface normally
10770 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10771 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10772 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10773 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10774 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10775 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10777 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10781 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10783 // OpenGL 1.3 path - anything not completely ancient
10784 int texturesurfaceindex;
10785 qboolean applycolor;
10788 const texturelayer_t *layer;
10789 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10791 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10794 int layertexrgbscale;
10795 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10797 if (layerindex == 0)
10798 GL_AlphaTest(true);
10801 GL_AlphaTest(false);
10802 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10805 GL_DepthMask(layer->depthmask && writedepth);
10806 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10807 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10809 layertexrgbscale = 4;
10810 VectorScale(layer->color, 0.25f, layercolor);
10812 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10814 layertexrgbscale = 2;
10815 VectorScale(layer->color, 0.5f, layercolor);
10819 layertexrgbscale = 1;
10820 VectorScale(layer->color, 1.0f, layercolor);
10822 layercolor[3] = layer->color[3];
10823 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10824 R_Mesh_ColorPointer(NULL, 0, 0);
10825 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10826 switch (layer->type)
10828 case TEXTURELAYERTYPE_LITTEXTURE:
10829 // single-pass lightmapped texture with 2x rgbscale
10830 R_Mesh_TexBind(0, r_texture_white);
10831 R_Mesh_TexMatrix(0, NULL);
10832 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10833 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10834 R_Mesh_TexBind(1, layer->texture);
10835 R_Mesh_TexMatrix(1, &layer->texmatrix);
10836 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10837 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10838 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10839 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10840 else if (rsurface.uselightmaptexture)
10841 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10843 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10845 case TEXTURELAYERTYPE_TEXTURE:
10846 // singletexture unlit texture with transparency support
10847 R_Mesh_TexBind(0, layer->texture);
10848 R_Mesh_TexMatrix(0, &layer->texmatrix);
10849 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10850 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10851 R_Mesh_TexBind(1, 0);
10852 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10853 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10855 case TEXTURELAYERTYPE_FOG:
10856 // singletexture fogging
10857 if (layer->texture)
10859 R_Mesh_TexBind(0, layer->texture);
10860 R_Mesh_TexMatrix(0, &layer->texmatrix);
10861 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10862 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10866 R_Mesh_TexBind(0, 0);
10867 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10869 R_Mesh_TexBind(1, 0);
10870 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10871 // generate a color array for the fog pass
10872 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10873 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10879 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10880 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10882 f = 1 - RSurf_FogVertex(v);
10883 c[0] = layercolor[0];
10884 c[1] = layercolor[1];
10885 c[2] = layercolor[2];
10886 c[3] = f * layercolor[3];
10889 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10892 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10896 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10898 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10899 GL_AlphaTest(false);
10903 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10905 // OpenGL 1.1 - crusty old voodoo path
10906 int texturesurfaceindex;
10909 const texturelayer_t *layer;
10910 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10912 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10914 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10916 if (layerindex == 0)
10917 GL_AlphaTest(true);
10920 GL_AlphaTest(false);
10921 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10924 GL_DepthMask(layer->depthmask && writedepth);
10925 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10926 R_Mesh_ColorPointer(NULL, 0, 0);
10927 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10928 switch (layer->type)
10930 case TEXTURELAYERTYPE_LITTEXTURE:
10931 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10933 // two-pass lit texture with 2x rgbscale
10934 // first the lightmap pass
10935 R_Mesh_TexBind(0, r_texture_white);
10936 R_Mesh_TexMatrix(0, NULL);
10937 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10938 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10939 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10940 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10941 else if (rsurface.uselightmaptexture)
10942 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10944 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10945 // then apply the texture to it
10946 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10947 R_Mesh_TexBind(0, layer->texture);
10948 R_Mesh_TexMatrix(0, &layer->texmatrix);
10949 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10950 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10951 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10955 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10956 R_Mesh_TexBind(0, layer->texture);
10957 R_Mesh_TexMatrix(0, &layer->texmatrix);
10958 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10959 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10960 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10961 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10963 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10966 case TEXTURELAYERTYPE_TEXTURE:
10967 // singletexture unlit texture with transparency support
10968 R_Mesh_TexBind(0, layer->texture);
10969 R_Mesh_TexMatrix(0, &layer->texmatrix);
10970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10971 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10972 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10974 case TEXTURELAYERTYPE_FOG:
10975 // singletexture fogging
10976 if (layer->texture)
10978 R_Mesh_TexBind(0, layer->texture);
10979 R_Mesh_TexMatrix(0, &layer->texmatrix);
10980 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10981 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10985 R_Mesh_TexBind(0, 0);
10986 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10988 // generate a color array for the fog pass
10989 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10990 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10996 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10997 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10999 f = 1 - RSurf_FogVertex(v);
11000 c[0] = layer->color[0];
11001 c[1] = layer->color[1];
11002 c[2] = layer->color[2];
11003 c[3] = f * layer->color[3];
11006 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11009 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11015 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11016 GL_AlphaTest(false);
11020 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11024 GL_AlphaTest(false);
11025 R_Mesh_ColorPointer(NULL, 0, 0);
11026 R_Mesh_ResetTextureState();
11027 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11029 if(rsurface.texture && rsurface.texture->currentskinframe)
11031 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11032 c[3] *= rsurface.texture->currentalpha;
11042 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11044 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11045 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11046 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11049 // brighten it up (as texture value 127 means "unlit")
11050 c[0] *= 2 * r_refdef.view.colorscale;
11051 c[1] *= 2 * r_refdef.view.colorscale;
11052 c[2] *= 2 * r_refdef.view.colorscale;
11054 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11055 c[3] *= r_wateralpha.value;
11057 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11059 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11060 GL_DepthMask(false);
11062 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11064 GL_BlendFunc(GL_ONE, GL_ONE);
11065 GL_DepthMask(false);
11067 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11069 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11070 GL_DepthMask(false);
11072 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11074 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11075 GL_DepthMask(false);
11079 GL_BlendFunc(GL_ONE, GL_ZERO);
11080 GL_DepthMask(writedepth);
11083 rsurface.lightmapcolor4f = NULL;
11085 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11087 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11089 rsurface.lightmapcolor4f = NULL;
11090 rsurface.lightmapcolor4f_bufferobject = 0;
11091 rsurface.lightmapcolor4f_bufferoffset = 0;
11093 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11095 qboolean applycolor = true;
11098 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11100 r_refdef.lightmapintensity = 1;
11101 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11102 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11106 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11108 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11109 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11110 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11113 if(!rsurface.lightmapcolor4f)
11114 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11116 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11117 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11118 if(r_refdef.fogenabled)
11119 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11121 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11122 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11125 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11128 RSurf_SetupDepthAndCulling();
11129 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11131 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11134 switch (vid.renderpath)
11136 case RENDERPATH_GL20:
11137 case RENDERPATH_CGGL:
11138 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11140 case RENDERPATH_GL13:
11141 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11143 case RENDERPATH_GL11:
11144 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11150 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11153 RSurf_SetupDepthAndCulling();
11154 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11156 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11159 switch (vid.renderpath)
11161 case RENDERPATH_GL20:
11162 case RENDERPATH_CGGL:
11163 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11165 case RENDERPATH_GL13:
11166 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11168 case RENDERPATH_GL11:
11169 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11175 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11178 int texturenumsurfaces, endsurface;
11179 texture_t *texture;
11180 const msurface_t *surface;
11181 const msurface_t *texturesurfacelist[256];
11183 // if the model is static it doesn't matter what value we give for
11184 // wantnormals and wanttangents, so this logic uses only rules applicable
11185 // to a model, knowing that they are meaningless otherwise
11186 if (ent == r_refdef.scene.worldentity)
11187 RSurf_ActiveWorldEntity();
11188 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11189 RSurf_ActiveModelEntity(ent, false, false, false);
11192 switch (vid.renderpath)
11194 case RENDERPATH_GL20:
11195 case RENDERPATH_CGGL:
11196 RSurf_ActiveModelEntity(ent, true, true, false);
11198 case RENDERPATH_GL13:
11199 case RENDERPATH_GL11:
11200 RSurf_ActiveModelEntity(ent, true, false, false);
11205 if (r_transparentdepthmasking.integer)
11207 qboolean setup = false;
11208 for (i = 0;i < numsurfaces;i = j)
11211 surface = rsurface.modelsurfaces + surfacelist[i];
11212 texture = surface->texture;
11213 rsurface.texture = R_GetCurrentTexture(texture);
11214 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11215 // scan ahead until we find a different texture
11216 endsurface = min(i + 1024, numsurfaces);
11217 texturenumsurfaces = 0;
11218 texturesurfacelist[texturenumsurfaces++] = surface;
11219 for (;j < endsurface;j++)
11221 surface = rsurface.modelsurfaces + surfacelist[j];
11222 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11224 texturesurfacelist[texturenumsurfaces++] = surface;
11226 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11228 // render the range of surfaces as depth
11232 GL_ColorMask(0,0,0,0);
11234 GL_DepthTest(true);
11235 GL_BlendFunc(GL_ONE, GL_ZERO);
11236 GL_DepthMask(true);
11237 GL_AlphaTest(false);
11238 R_Mesh_ColorPointer(NULL, 0, 0);
11239 R_Mesh_ResetTextureState();
11240 R_SetupShader_DepthOrShadow();
11242 RSurf_SetupDepthAndCulling();
11243 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11244 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11247 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11250 for (i = 0;i < numsurfaces;i = j)
11253 surface = rsurface.modelsurfaces + surfacelist[i];
11254 texture = surface->texture;
11255 rsurface.texture = R_GetCurrentTexture(texture);
11256 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11257 // scan ahead until we find a different texture
11258 endsurface = min(i + 1024, numsurfaces);
11259 texturenumsurfaces = 0;
11260 texturesurfacelist[texturenumsurfaces++] = surface;
11261 for (;j < endsurface;j++)
11263 surface = rsurface.modelsurfaces + surfacelist[j];
11264 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11266 texturesurfacelist[texturenumsurfaces++] = surface;
11268 // render the range of surfaces
11269 if (ent == r_refdef.scene.worldentity)
11270 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11272 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11274 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11275 GL_AlphaTest(false);
11278 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11280 // transparent surfaces get pushed off into the transparent queue
11281 int surfacelistindex;
11282 const msurface_t *surface;
11283 vec3_t tempcenter, center;
11284 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11286 surface = texturesurfacelist[surfacelistindex];
11287 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11288 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11289 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11290 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11291 if (queueentity->transparent_offset) // transparent offset
11293 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11294 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11295 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11297 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11301 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11303 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11307 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11309 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11311 RSurf_SetupDepthAndCulling();
11312 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11313 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11317 if (!rsurface.texture->currentnumlayers)
11319 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11320 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11322 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11324 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11326 RSurf_SetupDepthAndCulling();
11327 GL_AlphaTest(false);
11328 R_Mesh_ColorPointer(NULL, 0, 0);
11329 R_Mesh_ResetTextureState();
11330 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11331 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11332 GL_DepthMask(true);
11333 GL_BlendFunc(GL_ONE, GL_ZERO);
11334 GL_Color(0, 0, 0, 1);
11335 GL_DepthTest(writedepth);
11336 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11338 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11340 RSurf_SetupDepthAndCulling();
11341 GL_AlphaTest(false);
11342 R_Mesh_ColorPointer(NULL, 0, 0);
11343 R_Mesh_ResetTextureState();
11344 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11345 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11346 GL_DepthMask(true);
11347 GL_BlendFunc(GL_ONE, GL_ZERO);
11348 GL_DepthTest(true);
11349 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11351 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11352 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11353 else if (!rsurface.texture->currentnumlayers)
11355 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11357 // in the deferred case, transparent surfaces were queued during prepass
11358 if (!r_shadow_usingdeferredprepass)
11359 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11363 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11364 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11369 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11372 texture_t *texture;
11373 // break the surface list down into batches by texture and use of lightmapping
11374 for (i = 0;i < numsurfaces;i = j)
11377 // texture is the base texture pointer, rsurface.texture is the
11378 // current frame/skin the texture is directing us to use (for example
11379 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11380 // use skin 1 instead)
11381 texture = surfacelist[i]->texture;
11382 rsurface.texture = R_GetCurrentTexture(texture);
11383 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11384 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11386 // if this texture is not the kind we want, skip ahead to the next one
11387 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11391 // simply scan ahead until we find a different texture or lightmap state
11392 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11394 // render the range of surfaces
11395 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11399 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11404 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11406 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11408 RSurf_SetupDepthAndCulling();
11409 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11410 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11414 if (!rsurface.texture->currentnumlayers)
11416 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11417 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11419 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11421 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11423 RSurf_SetupDepthAndCulling();
11424 GL_AlphaTest(false);
11425 R_Mesh_ColorPointer(NULL, 0, 0);
11426 R_Mesh_ResetTextureState();
11427 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11428 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11429 GL_DepthMask(true);
11430 GL_BlendFunc(GL_ONE, GL_ZERO);
11431 GL_Color(0, 0, 0, 1);
11432 GL_DepthTest(writedepth);
11433 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11435 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11437 RSurf_SetupDepthAndCulling();
11438 GL_AlphaTest(false);
11439 R_Mesh_ColorPointer(NULL, 0, 0);
11440 R_Mesh_ResetTextureState();
11441 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11442 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11443 GL_DepthMask(true);
11444 GL_BlendFunc(GL_ONE, GL_ZERO);
11445 GL_DepthTest(true);
11446 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11448 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11449 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11450 else if (!rsurface.texture->currentnumlayers)
11452 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11454 // in the deferred case, transparent surfaces were queued during prepass
11455 if (!r_shadow_usingdeferredprepass)
11456 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11460 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11461 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11466 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11469 texture_t *texture;
11470 // break the surface list down into batches by texture and use of lightmapping
11471 for (i = 0;i < numsurfaces;i = j)
11474 // texture is the base texture pointer, rsurface.texture is the
11475 // current frame/skin the texture is directing us to use (for example
11476 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11477 // use skin 1 instead)
11478 texture = surfacelist[i]->texture;
11479 rsurface.texture = R_GetCurrentTexture(texture);
11480 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11481 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11483 // if this texture is not the kind we want, skip ahead to the next one
11484 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11488 // simply scan ahead until we find a different texture or lightmap state
11489 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11491 // render the range of surfaces
11492 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11496 float locboxvertex3f[6*4*3] =
11498 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11499 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11500 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11501 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11502 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11503 1,0,0, 0,0,0, 0,1,0, 1,1,0
11506 unsigned short locboxelements[6*2*3] =
11511 12,13,14, 12,14,15,
11512 16,17,18, 16,18,19,
11516 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11519 cl_locnode_t *loc = (cl_locnode_t *)ent;
11521 float vertex3f[6*4*3];
11523 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11524 GL_DepthMask(false);
11525 GL_DepthRange(0, 1);
11526 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11527 GL_DepthTest(true);
11528 GL_CullFace(GL_NONE);
11529 R_EntityMatrix(&identitymatrix);
11531 R_Mesh_VertexPointer(vertex3f, 0, 0);
11532 R_Mesh_ColorPointer(NULL, 0, 0);
11533 R_Mesh_ResetTextureState();
11534 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11536 i = surfacelist[0];
11537 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11538 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11539 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11540 surfacelist[0] < 0 ? 0.5f : 0.125f);
11542 if (VectorCompare(loc->mins, loc->maxs))
11544 VectorSet(size, 2, 2, 2);
11545 VectorMA(loc->mins, -0.5f, size, mins);
11549 VectorCopy(loc->mins, mins);
11550 VectorSubtract(loc->maxs, loc->mins, size);
11553 for (i = 0;i < 6*4*3;)
11554 for (j = 0;j < 3;j++, i++)
11555 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11557 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11560 void R_DrawLocs(void)
11563 cl_locnode_t *loc, *nearestloc;
11565 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11566 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11568 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11569 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11573 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11575 if (decalsystem->decals)
11576 Mem_Free(decalsystem->decals);
11577 memset(decalsystem, 0, sizeof(*decalsystem));
11580 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)
11583 tridecal_t *decals;
11586 // expand or initialize the system
11587 if (decalsystem->maxdecals <= decalsystem->numdecals)
11589 decalsystem_t old = *decalsystem;
11590 qboolean useshortelements;
11591 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11592 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11593 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11594 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11595 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11596 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11597 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11598 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11599 if (decalsystem->numdecals)
11600 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11602 Mem_Free(old.decals);
11603 for (i = 0;i < decalsystem->maxdecals*3;i++)
11604 decalsystem->element3i[i] = i;
11605 if (useshortelements)
11606 for (i = 0;i < decalsystem->maxdecals*3;i++)
11607 decalsystem->element3s[i] = i;
11610 // grab a decal and search for another free slot for the next one
11611 decals = decalsystem->decals;
11612 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11613 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11615 decalsystem->freedecal = i;
11616 if (decalsystem->numdecals <= i)
11617 decalsystem->numdecals = i + 1;
11619 // initialize the decal
11621 decal->triangleindex = triangleindex;
11622 decal->surfaceindex = surfaceindex;
11623 decal->decalsequence = decalsequence;
11624 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11625 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11626 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11627 decal->color4ub[0][3] = 255;
11628 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11629 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11630 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11631 decal->color4ub[1][3] = 255;
11632 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11633 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11634 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11635 decal->color4ub[2][3] = 255;
11636 decal->vertex3f[0][0] = v0[0];
11637 decal->vertex3f[0][1] = v0[1];
11638 decal->vertex3f[0][2] = v0[2];
11639 decal->vertex3f[1][0] = v1[0];
11640 decal->vertex3f[1][1] = v1[1];
11641 decal->vertex3f[1][2] = v1[2];
11642 decal->vertex3f[2][0] = v2[0];
11643 decal->vertex3f[2][1] = v2[1];
11644 decal->vertex3f[2][2] = v2[2];
11645 decal->texcoord2f[0][0] = t0[0];
11646 decal->texcoord2f[0][1] = t0[1];
11647 decal->texcoord2f[1][0] = t1[0];
11648 decal->texcoord2f[1][1] = t1[1];
11649 decal->texcoord2f[2][0] = t2[0];
11650 decal->texcoord2f[2][1] = t2[1];
11653 extern cvar_t cl_decals_bias;
11654 extern cvar_t cl_decals_models;
11655 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11656 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)
11658 matrix4x4_t projection;
11659 decalsystem_t *decalsystem;
11662 const float *vertex3f;
11663 const msurface_t *surface;
11664 const msurface_t *surfaces;
11665 const int *surfacelist;
11666 const texture_t *texture;
11668 int numsurfacelist;
11669 int surfacelistindex;
11676 float localorigin[3];
11677 float localnormal[3];
11678 float localmins[3];
11679 float localmaxs[3];
11685 float planes[6][4];
11687 float points[2][9][3];
11691 decalsystem = &ent->decalsystem;
11692 model = ent->model;
11693 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11695 R_DecalSystem_Reset(&ent->decalsystem);
11699 if (!model->brush.data_nodes && !cl_decals_models.integer)
11701 if (decalsystem->model)
11702 R_DecalSystem_Reset(decalsystem);
11706 if (decalsystem->model != model)
11707 R_DecalSystem_Reset(decalsystem);
11708 decalsystem->model = model;
11710 RSurf_ActiveModelEntity(ent, false, false, false);
11712 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11713 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11714 VectorNormalize(localnormal);
11715 localsize = worldsize*rsurface.inversematrixscale;
11716 localmins[0] = localorigin[0] - localsize;
11717 localmins[1] = localorigin[1] - localsize;
11718 localmins[2] = localorigin[2] - localsize;
11719 localmaxs[0] = localorigin[0] + localsize;
11720 localmaxs[1] = localorigin[1] + localsize;
11721 localmaxs[2] = localorigin[2] + localsize;
11723 //VectorCopy(localnormal, planes[4]);
11724 //VectorVectors(planes[4], planes[2], planes[0]);
11725 AnglesFromVectors(angles, localnormal, NULL, false);
11726 AngleVectors(angles, planes[0], planes[2], planes[4]);
11727 VectorNegate(planes[0], planes[1]);
11728 VectorNegate(planes[2], planes[3]);
11729 VectorNegate(planes[4], planes[5]);
11730 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11731 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11732 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11733 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11734 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11735 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11740 matrix4x4_t forwardprojection;
11741 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11742 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11747 float projectionvector[4][3];
11748 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11749 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11750 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11751 projectionvector[0][0] = planes[0][0] * ilocalsize;
11752 projectionvector[0][1] = planes[1][0] * ilocalsize;
11753 projectionvector[0][2] = planes[2][0] * ilocalsize;
11754 projectionvector[1][0] = planes[0][1] * ilocalsize;
11755 projectionvector[1][1] = planes[1][1] * ilocalsize;
11756 projectionvector[1][2] = planes[2][1] * ilocalsize;
11757 projectionvector[2][0] = planes[0][2] * ilocalsize;
11758 projectionvector[2][1] = planes[1][2] * ilocalsize;
11759 projectionvector[2][2] = planes[2][2] * ilocalsize;
11760 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11761 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11762 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11763 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11767 dynamic = model->surfmesh.isanimated;
11768 vertex3f = rsurface.modelvertex3f;
11769 numsurfacelist = model->nummodelsurfaces;
11770 surfacelist = model->sortedmodelsurfaces;
11771 surfaces = model->data_surfaces;
11772 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11774 surfaceindex = surfacelist[surfacelistindex];
11775 surface = surfaces + surfaceindex;
11776 // check cull box first because it rejects more than any other check
11777 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11779 // skip transparent surfaces
11780 texture = surface->texture;
11781 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11783 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11785 numtriangles = surface->num_triangles;
11786 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11788 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11790 index = 3*e[cornerindex];
11791 VectorCopy(vertex3f + index, v[cornerindex]);
11794 //TriangleNormal(v[0], v[1], v[2], normal);
11795 //if (DotProduct(normal, localnormal) < 0.0f)
11797 // clip by each of the box planes formed from the projection matrix
11798 // if anything survives, we emit the decal
11799 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]);
11802 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]);
11805 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]);
11808 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]);
11811 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]);
11814 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]);
11817 // some part of the triangle survived, so we have to accept it...
11820 // dynamic always uses the original triangle
11822 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11824 index = 3*e[cornerindex];
11825 VectorCopy(vertex3f + index, v[cornerindex]);
11828 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11830 // convert vertex positions to texcoords
11831 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11832 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11833 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11834 // calculate distance fade from the projection origin
11835 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11836 f = bound(0.0f, f, 1.0f);
11837 c[cornerindex][0] = r * f;
11838 c[cornerindex][1] = g * f;
11839 c[cornerindex][2] = b * f;
11840 c[cornerindex][3] = 1.0f;
11841 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11844 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11846 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11847 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);
11852 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11853 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)
11855 int renderentityindex;
11856 float worldmins[3];
11857 float worldmaxs[3];
11858 entity_render_t *ent;
11860 if (!cl_decals_newsystem.integer)
11863 worldmins[0] = worldorigin[0] - worldsize;
11864 worldmins[1] = worldorigin[1] - worldsize;
11865 worldmins[2] = worldorigin[2] - worldsize;
11866 worldmaxs[0] = worldorigin[0] + worldsize;
11867 worldmaxs[1] = worldorigin[1] + worldsize;
11868 worldmaxs[2] = worldorigin[2] + worldsize;
11870 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11872 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11874 ent = r_refdef.scene.entities[renderentityindex];
11875 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11878 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11882 typedef struct r_decalsystem_splatqueue_s
11884 vec3_t worldorigin;
11885 vec3_t worldnormal;
11891 r_decalsystem_splatqueue_t;
11893 int r_decalsystem_numqueued = 0;
11894 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11896 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)
11898 r_decalsystem_splatqueue_t *queue;
11900 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11903 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11904 VectorCopy(worldorigin, queue->worldorigin);
11905 VectorCopy(worldnormal, queue->worldnormal);
11906 Vector4Set(queue->color, r, g, b, a);
11907 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11908 queue->worldsize = worldsize;
11909 queue->decalsequence = cl.decalsequence++;
11912 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11915 r_decalsystem_splatqueue_t *queue;
11917 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11918 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);
11919 r_decalsystem_numqueued = 0;
11922 extern cvar_t cl_decals_max;
11923 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11926 decalsystem_t *decalsystem = &ent->decalsystem;
11933 if (!decalsystem->numdecals)
11936 if (r_showsurfaces.integer)
11939 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11941 R_DecalSystem_Reset(decalsystem);
11945 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11946 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11948 if (decalsystem->lastupdatetime)
11949 frametime = (cl.time - decalsystem->lastupdatetime);
11952 decalsystem->lastupdatetime = cl.time;
11953 decal = decalsystem->decals;
11954 numdecals = decalsystem->numdecals;
11956 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11958 if (decal->color4ub[0][3])
11960 decal->lived += frametime;
11961 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11963 memset(decal, 0, sizeof(*decal));
11964 if (decalsystem->freedecal > i)
11965 decalsystem->freedecal = i;
11969 decal = decalsystem->decals;
11970 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11973 // collapse the array by shuffling the tail decals into the gaps
11976 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11977 decalsystem->freedecal++;
11978 if (decalsystem->freedecal == numdecals)
11980 decal[decalsystem->freedecal] = decal[--numdecals];
11983 decalsystem->numdecals = numdecals;
11985 if (numdecals <= 0)
11987 // if there are no decals left, reset decalsystem
11988 R_DecalSystem_Reset(decalsystem);
11992 extern skinframe_t *decalskinframe;
11993 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11996 decalsystem_t *decalsystem = &ent->decalsystem;
12005 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12008 numdecals = decalsystem->numdecals;
12012 if (r_showsurfaces.integer)
12015 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12017 R_DecalSystem_Reset(decalsystem);
12021 // if the model is static it doesn't matter what value we give for
12022 // wantnormals and wanttangents, so this logic uses only rules applicable
12023 // to a model, knowing that they are meaningless otherwise
12024 if (ent == r_refdef.scene.worldentity)
12025 RSurf_ActiveWorldEntity();
12027 RSurf_ActiveModelEntity(ent, false, false, false);
12029 decalsystem->lastupdatetime = cl.time;
12030 decal = decalsystem->decals;
12032 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12034 // update vertex positions for animated models
12035 v3f = decalsystem->vertex3f;
12036 c4f = decalsystem->color4f;
12037 t2f = decalsystem->texcoord2f;
12038 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12040 if (!decal->color4ub[0][3])
12043 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12046 // update color values for fading decals
12047 if (decal->lived >= cl_decals_time.value)
12049 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12050 alpha *= (1.0f/255.0f);
12053 alpha = 1.0f/255.0f;
12055 c4f[ 0] = decal->color4ub[0][0] * alpha;
12056 c4f[ 1] = decal->color4ub[0][1] * alpha;
12057 c4f[ 2] = decal->color4ub[0][2] * alpha;
12059 c4f[ 4] = decal->color4ub[1][0] * alpha;
12060 c4f[ 5] = decal->color4ub[1][1] * alpha;
12061 c4f[ 6] = decal->color4ub[1][2] * alpha;
12063 c4f[ 8] = decal->color4ub[2][0] * alpha;
12064 c4f[ 9] = decal->color4ub[2][1] * alpha;
12065 c4f[10] = decal->color4ub[2][2] * alpha;
12068 t2f[0] = decal->texcoord2f[0][0];
12069 t2f[1] = decal->texcoord2f[0][1];
12070 t2f[2] = decal->texcoord2f[1][0];
12071 t2f[3] = decal->texcoord2f[1][1];
12072 t2f[4] = decal->texcoord2f[2][0];
12073 t2f[5] = decal->texcoord2f[2][1];
12075 // update vertex positions for animated models
12076 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12078 e = rsurface.modelelement3i + 3*decal->triangleindex;
12079 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12080 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12081 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12085 VectorCopy(decal->vertex3f[0], v3f);
12086 VectorCopy(decal->vertex3f[1], v3f + 3);
12087 VectorCopy(decal->vertex3f[2], v3f + 6);
12090 if (r_refdef.fogenabled)
12092 alpha = RSurf_FogVertex(v3f);
12093 VectorScale(c4f, alpha, c4f);
12094 alpha = RSurf_FogVertex(v3f + 3);
12095 VectorScale(c4f + 4, alpha, c4f + 4);
12096 alpha = RSurf_FogVertex(v3f + 6);
12097 VectorScale(c4f + 8, alpha, c4f + 8);
12108 r_refdef.stats.drawndecals += numtris;
12110 // now render the decals all at once
12111 // (this assumes they all use one particle font texture!)
12112 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);
12113 R_Mesh_ResetTextureState();
12114 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12115 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12116 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12117 GL_DepthMask(false);
12118 GL_DepthRange(0, 1);
12119 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12120 GL_DepthTest(true);
12121 GL_CullFace(GL_NONE);
12122 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12123 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12124 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12128 static void R_DrawModelDecals(void)
12132 // fade faster when there are too many decals
12133 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12134 for (i = 0;i < r_refdef.scene.numentities;i++)
12135 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12137 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12138 for (i = 0;i < r_refdef.scene.numentities;i++)
12139 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12140 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12142 R_DecalSystem_ApplySplatEntitiesQueue();
12144 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12145 for (i = 0;i < r_refdef.scene.numentities;i++)
12146 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12148 r_refdef.stats.totaldecals += numdecals;
12150 if (r_showsurfaces.integer)
12153 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12155 for (i = 0;i < r_refdef.scene.numentities;i++)
12157 if (!r_refdef.viewcache.entityvisible[i])
12159 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12160 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12164 extern cvar_t mod_collision_bih;
12165 void R_DrawDebugModel(void)
12167 entity_render_t *ent = rsurface.entity;
12168 int i, j, k, l, flagsmask;
12169 const msurface_t *surface;
12170 dp_model_t *model = ent->model;
12173 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12175 R_Mesh_ColorPointer(NULL, 0, 0);
12176 R_Mesh_ResetTextureState();
12177 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12178 GL_DepthRange(0, 1);
12179 GL_DepthTest(!r_showdisabledepthtest.integer);
12180 GL_DepthMask(false);
12181 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12183 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12187 qboolean cullbox = ent == r_refdef.scene.worldentity;
12188 const q3mbrush_t *brush;
12189 const bih_t *bih = &model->collision_bih;
12190 const bih_leaf_t *bihleaf;
12191 float vertex3f[3][3];
12192 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12194 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12196 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12198 switch (bihleaf->type)
12201 brush = model->brush.data_brushes + bihleaf->itemindex;
12202 if (brush->colbrushf && brush->colbrushf->numtriangles)
12204 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12205 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);
12206 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12209 case BIH_COLLISIONTRIANGLE:
12210 triangleindex = bihleaf->itemindex;
12211 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12212 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12213 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12214 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12215 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);
12216 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12218 case BIH_RENDERTRIANGLE:
12219 triangleindex = bihleaf->itemindex;
12220 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12221 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12222 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12223 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12224 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);
12225 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12231 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12233 if (r_showtris.integer || r_shownormals.integer)
12235 if (r_showdisabledepthtest.integer)
12237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12238 GL_DepthMask(false);
12242 GL_BlendFunc(GL_ONE, GL_ZERO);
12243 GL_DepthMask(true);
12245 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12247 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12249 rsurface.texture = R_GetCurrentTexture(surface->texture);
12250 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12252 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12253 if (r_showtris.value > 0)
12255 if (!rsurface.texture->currentlayers->depthmask)
12256 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12257 else if (ent == r_refdef.scene.worldentity)
12258 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12260 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12261 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12262 R_Mesh_ColorPointer(NULL, 0, 0);
12263 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12264 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12265 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12266 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12267 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12270 if (r_shownormals.value < 0)
12272 qglBegin(GL_LINES);
12273 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12275 VectorCopy(rsurface.vertex3f + l * 3, v);
12276 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12277 qglVertex3f(v[0], v[1], v[2]);
12278 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12279 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12280 qglVertex3f(v[0], v[1], v[2]);
12285 if (r_shownormals.value > 0)
12287 qglBegin(GL_LINES);
12288 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12290 VectorCopy(rsurface.vertex3f + l * 3, v);
12291 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12292 qglVertex3f(v[0], v[1], v[2]);
12293 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12294 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12295 qglVertex3f(v[0], v[1], v[2]);
12299 qglBegin(GL_LINES);
12300 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12302 VectorCopy(rsurface.vertex3f + l * 3, v);
12303 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12304 qglVertex3f(v[0], v[1], v[2]);
12305 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12306 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12307 qglVertex3f(v[0], v[1], v[2]);
12311 qglBegin(GL_LINES);
12312 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12314 VectorCopy(rsurface.vertex3f + l * 3, v);
12315 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12316 qglVertex3f(v[0], v[1], v[2]);
12317 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12318 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12319 qglVertex3f(v[0], v[1], v[2]);
12326 rsurface.texture = NULL;
12330 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12331 int r_maxsurfacelist = 0;
12332 const msurface_t **r_surfacelist = NULL;
12333 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12335 int i, j, endj, flagsmask;
12336 dp_model_t *model = r_refdef.scene.worldmodel;
12337 msurface_t *surfaces;
12338 unsigned char *update;
12339 int numsurfacelist = 0;
12343 if (r_maxsurfacelist < model->num_surfaces)
12345 r_maxsurfacelist = model->num_surfaces;
12347 Mem_Free((msurface_t**)r_surfacelist);
12348 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12351 RSurf_ActiveWorldEntity();
12353 surfaces = model->data_surfaces;
12354 update = model->brushq1.lightmapupdateflags;
12356 // update light styles on this submodel
12357 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12359 model_brush_lightstyleinfo_t *style;
12360 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12362 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12364 int *list = style->surfacelist;
12365 style->value = r_refdef.scene.lightstylevalue[style->style];
12366 for (j = 0;j < style->numsurfaces;j++)
12367 update[list[j]] = true;
12372 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12376 R_DrawDebugModel();
12377 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12381 rsurface.uselightmaptexture = false;
12382 rsurface.texture = NULL;
12383 rsurface.rtlight = NULL;
12384 numsurfacelist = 0;
12385 // add visible surfaces to draw list
12386 for (i = 0;i < model->nummodelsurfaces;i++)
12388 j = model->sortedmodelsurfaces[i];
12389 if (r_refdef.viewcache.world_surfacevisible[j])
12390 r_surfacelist[numsurfacelist++] = surfaces + j;
12392 // update lightmaps if needed
12393 if (model->brushq1.firstrender)
12395 model->brushq1.firstrender = false;
12396 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12398 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12402 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12403 if (r_refdef.viewcache.world_surfacevisible[j])
12405 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12407 // don't do anything if there were no surfaces
12408 if (!numsurfacelist)
12410 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12413 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12414 GL_AlphaTest(false);
12416 // add to stats if desired
12417 if (r_speeds.integer && !skysurfaces && !depthonly)
12419 r_refdef.stats.world_surfaces += numsurfacelist;
12420 for (j = 0;j < numsurfacelist;j++)
12421 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12424 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12427 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12429 int i, j, endj, flagsmask;
12430 dp_model_t *model = ent->model;
12431 msurface_t *surfaces;
12432 unsigned char *update;
12433 int numsurfacelist = 0;
12437 if (r_maxsurfacelist < model->num_surfaces)
12439 r_maxsurfacelist = model->num_surfaces;
12441 Mem_Free((msurface_t **)r_surfacelist);
12442 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12445 // if the model is static it doesn't matter what value we give for
12446 // wantnormals and wanttangents, so this logic uses only rules applicable
12447 // to a model, knowing that they are meaningless otherwise
12448 if (ent == r_refdef.scene.worldentity)
12449 RSurf_ActiveWorldEntity();
12450 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12451 RSurf_ActiveModelEntity(ent, false, false, false);
12453 RSurf_ActiveModelEntity(ent, true, true, true);
12454 else if (depthonly)
12456 switch (vid.renderpath)
12458 case RENDERPATH_GL20:
12459 case RENDERPATH_CGGL:
12460 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12462 case RENDERPATH_GL13:
12463 case RENDERPATH_GL11:
12464 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12470 switch (vid.renderpath)
12472 case RENDERPATH_GL20:
12473 case RENDERPATH_CGGL:
12474 RSurf_ActiveModelEntity(ent, true, true, false);
12476 case RENDERPATH_GL13:
12477 case RENDERPATH_GL11:
12478 RSurf_ActiveModelEntity(ent, true, false, false);
12483 surfaces = model->data_surfaces;
12484 update = model->brushq1.lightmapupdateflags;
12486 // update light styles
12487 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12489 model_brush_lightstyleinfo_t *style;
12490 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12492 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12494 int *list = style->surfacelist;
12495 style->value = r_refdef.scene.lightstylevalue[style->style];
12496 for (j = 0;j < style->numsurfaces;j++)
12497 update[list[j]] = true;
12502 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12506 R_DrawDebugModel();
12507 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12511 rsurface.uselightmaptexture = false;
12512 rsurface.texture = NULL;
12513 rsurface.rtlight = NULL;
12514 numsurfacelist = 0;
12515 // add visible surfaces to draw list
12516 for (i = 0;i < model->nummodelsurfaces;i++)
12517 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12518 // don't do anything if there were no surfaces
12519 if (!numsurfacelist)
12521 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12524 // update lightmaps if needed
12528 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12533 R_BuildLightMap(ent, surfaces + j);
12538 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12540 R_BuildLightMap(ent, surfaces + j);
12541 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12542 GL_AlphaTest(false);
12544 // add to stats if desired
12545 if (r_speeds.integer && !skysurfaces && !depthonly)
12547 r_refdef.stats.entities_surfaces += numsurfacelist;
12548 for (j = 0;j < numsurfacelist;j++)
12549 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12552 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12555 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12557 static texture_t texture;
12558 static msurface_t surface;
12559 const msurface_t *surfacelist = &surface;
12561 // fake enough texture and surface state to render this geometry
12563 texture.update_lastrenderframe = -1; // regenerate this texture
12564 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12565 texture.currentskinframe = skinframe;
12566 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12567 texture.offsetmapping = OFFSETMAPPING_OFF;
12568 texture.offsetscale = 1;
12569 texture.specularscalemod = 1;
12570 texture.specularpowermod = 1;
12572 surface.texture = &texture;
12573 surface.num_triangles = numtriangles;
12574 surface.num_firsttriangle = firsttriangle;
12575 surface.num_vertices = numvertices;
12576 surface.num_firstvertex = firstvertex;
12579 rsurface.texture = R_GetCurrentTexture(surface.texture);
12580 rsurface.uselightmaptexture = false;
12581 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12584 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)
12586 static msurface_t surface;
12587 const msurface_t *surfacelist = &surface;
12589 // fake enough texture and surface state to render this geometry
12591 surface.texture = texture;
12592 surface.num_triangles = numtriangles;
12593 surface.num_firsttriangle = firsttriangle;
12594 surface.num_vertices = numvertices;
12595 surface.num_firstvertex = firstvertex;
12598 rsurface.texture = R_GetCurrentTexture(surface.texture);
12599 rsurface.uselightmaptexture = false;
12600 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);